vec3 lensdirt( in vec3 res, in vec2 coord ) { vec2 nr = textureSize(InputTexture,0)/textureSize(NoiseTexture,0); vec3 ncolc = texture(NoiseTexture,coord*dirtmc*nr).rgb; vec2 ds = vec2(res.r+res.g,res.g+res.b)/2.0; res = mix(res,(ncolc.r+1.0)*res,dirtcfactor*clamp(1.0-(ds.x+ds.y)*0.25,0.0,1.0)); return res; } void main() { vec2 coord = TexCoord; vec4 res = texture(InputTexture,coord); res.rgb = lensdirt(res.rgb,coord); FragColor = res; }