#ifdef GL_ES precision highp float; precision mediump int; #endif #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 vec4 v_color; varying vec2 v_texCoord; void main(){ vec2 c = v_texCoord.xy; vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y); float btime = u_time / 8000.0; float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(-0.8, -1.0)).r) / 2.0; vec3 color = texture2D(u_texture, c).rgb; if(!(noise > 0.54 && noise < 0.58)){ color *= 0.6; } gl_FragColor = vec4(color.rgb, 1.0); }