uniform sampler2D uTexMotion;
uniform float uBlurStrength;
uniform vec2 uOverrideDir;
-uniform float uTime;
-uniform float uGlitchStrength;
uniform vec2 uClampUv;
in vec2 aUv;
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<NOISE_LOOP; i++ )
- iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;
- return vec3(iuv)*(1.0/float(0xffffffffU));
-}
-
-void main(){
+void main()
+{
vec2 vuv = aUv;
- //if( uGlitchStrength > 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);