uniform sampler2D texUnit0;
uniform float intensity; uniform int t;
float rand(vec2 co) {
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
void main(void) {
vec4 color; color = texture2D(texUnit0, gl_TexCoord[0].xy); vec4 influence = min(color, 1.0-color); float noise = 1.0 - 2.0*rand(gl_TexCoord[0].xy + float(t)/640.0); gl_FragColor = color + intensity*influence*noise;
}