26 lines
689 B
GLSL
26 lines
689 B
GLSL
#version 440
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float time;
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};
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// High-quality pseudo-random function
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float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main() {
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// Dynamic Noise based on Time
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// We add 'time' to the coordinate to animate the grain
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float noise = rand(qt_TexCoord0 + vec2(time * 0.01, time * 0.02));
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// Output grayscale noise with alpha modulation
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// We want white noise, applied with qt_Opacity
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fragColor = vec4(noise, noise, noise, 1.0) * qt_Opacity;
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}
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