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12 lines
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GLSL

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