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Revision 74edde25cb9f62a4ffff7959fb5783f1526ef550

boil.glsl Raw Playground
1uniform sampler2D noise;
2uniform float scale = 0.005;
3uniform float TIME = 0.0;
4uniform vec2 TEXTURE_PIXEL_SIZE;
5
6vec4 effect(vec4 color, Image TEXTURE, vec2 UV, vec2 screen_coords) {
7 vec2 uv = UV;
8 vec2 noise_pixel_size = vec2(256.0);
9 vec2 noise_uv = UV / TEXTURE_PIXEL_SIZE / noise_pixel_size;
10 vec2 sample = Texel(noise, vec2(noise_uv + TIME - mod(TIME, 0.15))).rb;
11 vec2 rb = (sample - 0.5) * scale;
12 uv += rb;
13 color = Texel(TEXTURE, vec2(clamp(vec2(0.0, 0.0), uv, vec2(1.0,1.0))));
14 return color;
15}