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HoratioZEDU

shadernoise

Dec 3rd, 2016
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  1. uniform texture noisey;
  2. float rand(vec2 co){
  3. return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
  4. }
  5. color col = tex(noisey, UV * rand(vec2(TIME, TIME * 0.1)));
  6. if (col.r >= 0.6) {
  7. COLOR = vec4(1 - COLOR.r, 1 - COLOR.g, 1 - COLOR.b, COLOR.a);
  8. }
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