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  1. #version 450 core
  2. out vec4 outColor;
  3. const float NOISE_RANGE = 0.05;
  4. const float NOISE_BASE = 0.05;
  5. float random(vec4 seed) {
  6. return fract(sin(dot(seed, vec4(12.9898, 78.233, 45.164, 53.1324))) * 43758.5453);
  7. }
  8. void main() {
  9. float rnd = random(gl_FragCoord);
  10. vec3 rgb = vec3(NOISE_BASE + NOISE_RANGE * rnd);
  11. outColor = vec4(rgb, 1.0);
  12. }