- "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;"
- "vec4 background = texture( uTexMain, aTexCoords );"
- "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );"
+ "float ao_accum = 0.0;"
+ "for( int i=0; i<10; ++i )"
+ "{"
+ "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
+ "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
+ "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
+ "}"
+ "ao_accum *= 0.15;"
+
+ "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
+
+ "ao_accum -= data_this_tile.r;"
+
+ "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+
+ "vec2 square_coords = fract( aTexCoords * 64.0 );"
+ "vec2 grid_coords = abs( square_coords - 0.5 );"
+ "float edge_contrast = (1.0-ao_accum*0.2);"
+
+ "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
+ "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
+
+ "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"