light_world.lua/shader/monochrom.glsl

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2014-03-28 02:32:32 +00:00
extern float time = 0.0;
float rand(vec2 position, float seed) {
return fract(sin(dot(position.xy,vec2(12.9898, 78.233))) * seed);
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
vec4 pixel = Texel(texture, texture_coords);
return vec4(vec3((pixel.r + pixel.g + pixel.b) / 3.0) + (rand(texture_coords, time) - 0.5) * 0.1, 1.0);
}