out vec4 FragColor; uniform sampler2D uTexMain; uniform sampler2D uTexMotion; uniform float uBlurStrength; uniform vec2 uOverrideDir; uniform float uTime; uniform float uGlitchStrength; uniform vec2 uClampUv; in vec2 aUv; vec2 rand_hash22( vec2 p ){ vec3 p3 = fract(vec3(p.xyx) * 213.8976123); p3 += dot(p3, p3.yzx+19.19); return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y)); } const int NOISE_LOOP = 3; vec3 digital_noise( uvec3 iuv ){ iuv *=uvec3(8,2524,7552); for( int i=0; i 0.0 ){ // uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) ); // vec2 g = digital_noise(p).xy; // vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5; //} vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0); vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0); vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir; vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) ); vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) ); vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) ); vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) ); FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25; }