light_world.lua/lib/shaders/monochrom.glsl

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extern float time = 0.0;
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extern vec3 tint = vec3(1.0, 1.0, 1.0);
extern float fudge = 0.1;
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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);
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float intensity = (pixel.r + pixel.g + pixel.b) / 3.0 + (rand(texture_coords, time) - 0.5) * fudge;
return vec4(intensity * tint.r, intensity * tint.g, intensity * tint.b, 1.0);
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}