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- #version 450 core
-
- in vec4 gl_FragCoord;
-
- layout (std140, binding = 0) uniform Camera {
- mat4 projection;
- mat4 view;
- } camera;
-
- out vec4 color;
-
- const float NOISE_RANGE = 0.05;
- const float NOISE_BASE = 0.05;
-
- float random (vec2 st) {
- return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
- }
-
- void main() {
- vec4 pos = inverse(camera.view) * gl_FragCoord;
-
- vec2 ipos = floor(pos.xy);
- vec3 rbg = vec3(NOISE_BASE + NOISE_RANGE * random(ipos));
-
- color = vec4(rbg, 1.0);
- }
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