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20 lines (16 loc) · 723 Bytes
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noise.glsl
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20 lines (16 loc) · 723 Bytes
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/* Noise
*/
#pragma shaderfilter set amount__description Amount
#pragma shaderfilter set amount__step 0.01
#pragma shaderfilter set amount__default 2.0
#pragma shaderfilter set amount__min 0.0
#pragma shaderfilter set amount__max 1.0
#pragma shaderfilter set amount__slider true
uniform float amount;
vec4 render(vec2 uv) {
float noiseR = (fract(sin(dot(uv ,vec2(12.9898,78.233)+builtin_elapsed_time )) * 43758.5453));
float noiseG = (fract(sin(dot(uv ,vec2(12.9898,78.233)+builtin_elapsed_time*2)) * 43758.5453));
float noiseB = (fract(sin(dot(uv ,vec2(12.9898,78.233)+builtin_elapsed_time*3)) * 43758.5453));
vec4 noise = vec4(noiseR,noiseG,noiseB,1.0);
return texture2D(image, uv) + (noise*amount);
}