v4k-git-backup/demos/art/fx/fxDissolve.fs

17 lines
454 B
GLSL

uniform float intensity = 0.004;
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;
}