light_mode unshaded; uniform sampler2D SCREEN_TEXTURE; uniform highp float strength; void fragment() { highp vec2 uv = UV; highp vec4 color = texture(SCREEN_TEXTURE, uv); highp float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * (TIME * 10.0); highp vec4 grain = vec4(mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01) - 0.005) * strength; grain = color * (1.0 - grain); COLOR = grain; }