uniform sampler2D texUnit0;
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); vec3 mezzo = vec3(0.0); if(rand(gl_TexCoord[0].xy + float(t)/640.0) <= color.r) { mezzo.r = 1.0; } if(rand(gl_TexCoord[0].xy + float(t)/640.0) <= color.g) { mezzo.g = 1.0; } if(rand(gl_TexCoord[0].xy + float(t)/640.0) <= color.b) { mezzo.b = 1.0; } gl_FragColor.rgb = mezzo;
}