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12 lines
411 B
GLSL
12 lines
411 B
GLSL
#property description Snowcrash: white static noise
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void main(void) {
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fragColor = texture(iInput, uv);
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// XXX use the random texture
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float x = rand(vec4(gl_FragCoord.xy, iTime, 1.));
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float y = rand(vec4(gl_FragCoord.xy, iTime, 2.));
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float z = rand(vec4(gl_FragCoord.xy, iTime, 3.));
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vec4 c = vec4(x, y, z, 1.0);
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fragColor = mix(fragColor, c, iIntensity * pow(defaultPulse, 0.5));
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}
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