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