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); }