"void main(){\n"
" vec2 vuv = aUv; \n"
"\n"
-" if( uGlitchStrength > 0.0 ){\n"
-" uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
-" vec2 g = digital_noise(p).xy;\n"
-" vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
-" }\n"
+" //if( uGlitchStrength > 0.0 ){\n"
+" // uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
+" // vec2 g = digital_noise(p).xy;\n"
+" // vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
+" //}\n"
"\n"
" vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);\n"
" vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"