Init
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#version 330
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out vec4 FragColor;
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uniform float time;
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uniform vec2 resolution;
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uniform vec3 baseColor;
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//A simple pseudo-random function
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float random(vec2 st){
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5853123);
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}
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void main(){
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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//Create some noise
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float noise = random(uv + time * 0.5);
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//Adjust these values to control the intensity and color of the grain
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float grainIntensity = 0.01;
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//Mix the base color with the noise
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vec3 color = baseColor + vec3(noise * grainIntensity);
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FragColor = vec4(color, 1.0);
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}
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