// glitched screen shader const float thr1 = 6.4; const float thr2 = 8.6; const float thr3 = 19.3; float rnd2( in vec2 sd ) { return fract(cos(dot(sd*floor(Timer*15.),vec2(145.34,142.55)))*2745.84); } float rnd( in float sd ) { return rnd2(vec2(sd,1.)); } void main() { vec2 coord = TexCoord; vec2 uv_c[3] = vec2[3](coord,coord,coord); vec2 blka = floor(coord*vec2(22.,12.)); vec2 blkb = floor(coord*vec2(6.,9.)); float noiz = pow(rnd2(blka),thr1)*pow(rnd2(blkb),thr2)-pow(rnd(4.53),thr3)*str2; uv_c[0].x += str1*noiz*(rnd(3.35)-.5); uv_c[1].x += str1*noiz*(rnd(4.63)-.5); uv_c[2].x += str1*noiz*(rnd(5.62)-.5); uv_c[0].y += str1*noiz*(rnd(4.55)-.5); uv_c[1].y += str1*noiz*(rnd(3.67)-.5); uv_c[2].y += str1*noiz*(rnd(5.54)-.5); vec4 res; res.r = texture(InputTexture,uv_c[0]).r; res.g = texture(InputTexture,uv_c[1]).g; res.b = texture(InputTexture,uv_c[2]).b; res.a = 1.; FragColor = res; }