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- uniform sampler2D tex;
- uniform float noise;
- uniform float lightness;
- float PHI = 1.61803398874989484820459;
- float SEED = 24;
- float noise_gen(in vec2 xy) {
- float r = fract(tan(distance(xy * PHI, xy) * SEED) * xy.x);
- r = r != r ? 0.0 : r;
- return r;
- }
- void main() {
- vec4 c = texture2D(tex, cogl_tex_coord_in[0].st);
- vec3 pix_color = c.xyz;
- float blend = noise * (1. - noise_gen(gl_FragCoord.xy));
- cogl_color_out = vec4(mix(pix_color, lightness * pix_color, blend), 1.);
- }
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