15 lines
492 B
GLSL
15 lines
492 B
GLSL
uniform float intensity = 16.0;
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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 color = texture(iChannel0, uv), outcolor;
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float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * (iTime * 10.0);
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vec4 grain = vec4(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * intensity;
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outcolor = color + grain; // method 1
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// outcolor = color * (1.0 - grain); // method 2
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FRAGCOLOR = vec4(outcolor.rgb, color.a);
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}
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