-"void main()\n"
-"{\n"
-" vec2 vcenter = (aUv-vec2(0.5))*vec2(2.0);\n"
-" vec2 vrand = rand_hash22( aUv ) * 2.0 - vec2(1.0);\n"
+"const int NOISE_LOOP = 3;\n"
+"vec3 digital_noise( uvec3 iuv ){\n"
+" iuv *=uvec3(8,2524,7552);\n"
+" for( int i=0; i<NOISE_LOOP; i++ )\n"
+" iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
+" return vec3(iuv)*(1.0/float(0xffffffffU));\n"
+"}\n"
+"\n"
+"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"
+"\n"
+" vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);\n"