Pixel-Composer/shaders/sh_noise/sh_noise.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float seed;
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float random (in vec2 st, float seed) {
return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123);
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}
void main() {
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float n0 = random(v_vTexcoord, floor(seed) / 5000.);
float n1 = random(v_vTexcoord, (floor(seed) + 1.) / 5000.);
float n = mix(n0, n1, fract(seed));
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gl_FragColor = vec4(vec3(n), 1.0);
}