Files
Edit2D/draw/shaders/background.fs
T
2026-03-22 08:34:27 +05:45

29 lines
586 B
GLSL

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