22 lines
590 B
GLSL
22 lines
590 B
GLSL
#version 330
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uniform float time;
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uniform sampler2D ourTexture;
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out vec4 FragColor;
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flat in int vID;
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float rand(float n)
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{
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return fract(sin(n) * 43758.5453123);
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}
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void main()
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{
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vec3 color = vec3(rand(float(vID + int(time))), rand(float(vID + int(time))), rand(float(vID + int(time))));
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FragColor = vec4(color * 0.001 + texture(ourTexture, gl_FragCoord.xy / vec2(480., 360.)).rgb, 1.0);
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//FragColor = vec4(color * 0.1 + texture(ourTexture, gl_FragCoord.xy).rgb, 1.0);
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//FragColor = vec4(color * 0.01 + texture2D(ourTexture, gl_FragCoord.xy / vec2(480., 360.)).rgb, 1.0);
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}
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