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- uniform sampler2D colorTexture;
- varying vec2 v_textureCoordinates;
- float rand(vec2 co)
- {
- return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
- }
- void main(void)
- {
- float noiseValue = rand(v_textureCoordinates + sin(czm_frameNumber)) * 0.1;
- vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
- vec3 green = vec3(0.0, 1.0, 0.0);
- gl_FragColor = vec4((noiseValue + rgb) * green, 1.0);
- }
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