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dotfiles/config/hypr/shaders/noise.glsl
T

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GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec4 c = texture(tex, v_texcoord);
float grain = rand(v_texcoord) * 0.08 - 0.04;
c.rgb += grain;
fragColor = clamp(c, 0.0, 1.0);
}