#define HIGHP #define NSCALE 180.0 / 2.0 uniform sampler2D u_texture; uniform sampler2D u_noise; uniform vec2 u_campos; uniform vec2 u_resolution; uniform float u_time; varying vec2 v_texCoords; void main(){ vec2 c = v_texCoords.xy; vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y); float btime = u_time / 70000.0; float noise = sin((texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(abs(sin(btime)) * 1.1) * vec2(-0.8, -1.0)).r) / 2.0); vec4 color = texture2D(u_texture, c); if(noise > 0.54 && noise < 0.68){ color.rgb *= 1.4; }else if(!(noise > 0.40 && noise < 0.54)){ color.rgb *= 1.2; } gl_FragColor = color; }