out vec4 FragColor; uniform float uTime; uniform vec3 uCam; uniform vec4 uColour; in vec3 aNorm; in vec2 aUv; in vec3 aCo; #include "motion_vectors_fs.glsl" const int NOISE_LOOP = 3; vec3 digital_noise( uvec3 iuv ){ iuv *=uvec3(8,2524,7552); for( int i=0; i