uniform float intensity; /// set:0.004 max:0.03 highp float rand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt= dot(co.xy ,vec2(a,b)); highp float sn= mod(dt,3.14); return fract(sin(sn) * c); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec4 fetch = texture(iChannel0, uv + intensity * rand(uv)); fragColor = fetch; }