2023-09-27 06:49:59 +00:00
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uniform float hardness; /// set:0.1 max:2
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uniform float flickering; /// set:0.01
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2023-07-30 19:18:50 +00:00
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 src = texture( iChannel0, vec2(uv.x,uv.y) );
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vec3 color = src.rgb;
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color *= (1.0 - hardness)+hardness*sin(10.0*iTime+uv.y*1000.0);
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color *= (1.0 - flickering)+flickering*sin(100.0*iTime);
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fragColor = vec4(color, src.a);
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}
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