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