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- #version 450 core
-
- out vec4 outColor;
-
- const float NOISE_RANGE = 0.05;
- const float NOISE_BASE = 0.05;
-
- float random(vec4 seed) {
- return fract(sin(dot(seed, vec4(12.9898, 78.233, 45.164, 53.1324))) * 43758.5453);
- }
-
- void main() {
- float rnd = random(gl_FragCoord);
- vec3 rgb = vec3(NOISE_BASE + NOISE_RANGE * rnd);
-
- outColor = vec4(rgb, 1.0);
- }
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