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