#version 310 es precision highp float; precision highp int; // Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; const float intensity = 0.05; layout(std140, binding = 0) uniform fs_ub { vec2 resolution; vec4 u_Time; vec2 u_screenSize; }; vec3 noise(vec2 uv) { vec2 p = abs(sin(uv * 13.0 + uv.x * u_Time[1] * sin(uv.y))); return vec3(sin (0.2 * u_Time[1] + sin(p * 0.5) * u_Time[1] / cos(50.0)) * 10.0,0.3+0.5 * abs(sin(u_Time[1] * tan(5.0)))); } layout(location = SV_Target0) out vec4 FragColor; void main(void) { #ifdef METAL vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y); #else vec2 fragCoord = gl_FragCoord.xy; #endif FragColor.xyz = intensity * noise(fragCoord / sin(resolution.xy * u_Time[1] * 0.01)) + (1. - intensity) * texture(u_tex0,v_texCoord.xy).xyz; FragColor.w = 1.; }