grind sound
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.fs
1 out vec4 FragColor;
2 uniform sampler2D uTexMain;
3
4 in vec2 aUv;
5
6 vec2 rand_hash22( vec2 p )
7 {
8 vec3 p3 = fract(vec3(p.xyx) * 213.8976123);
9 p3 += dot(p3, p3.yzx+19.19);
10 return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
11 }
12
13 void main()
14 {
15 vec2 voffset = rand_hash22( aUv );
16
17 float bamt = abs(aUv.x-0.5)*2.0;
18 bamt = pow(bamt,4.0)*0.05;
19
20 FragColor = texture( uTexMain, aUv + voffset*bamt );
21 }