//go:build ignore //kage:unit pixels package main var Time float var Cursor vec2 const noiseX = 80.0 const noiseY = 100.0 const colorOffsetIntensity = 1.2 func rand(co vec2) float { return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { noiseOffset := Time / 7 col := vec4(0) uv := srcPos / imageSrc0Size() uv.x = uv.x + (rand(vec2(Time,srcPos.y)) - 0.5) / (noiseX); uv.y = uv.y + (rand(vec2(Time))-0.5) / (noiseY); whiteNoise := rand(vec2(floor(uv.y*80.0),floor(uv.x*50.0))+vec2(Time,0)) off := 1.0 - mod(uv.y - noiseOffset, 1) if (whiteNoise > 11.5-30.0*(off)) || whiteNoise < 1.5-2.0*(off) { // Sample the texture. offsetR := vec2(0.006 * sin(Time), 0.0) * colorOffsetIntensity; offsetG := vec2(0.0073 * (cos(Time * 0.97)), 0.0) * colorOffsetIntensity; r := imageSrc0UnsafeAt((uv+offsetR) * imageSrc0Size()).r g := imageSrc0UnsafeAt((uv+offsetG) * imageSrc0Size()).g b := imageSrc0UnsafeAt(uv * imageSrc0Size()).b return vec4(r, g, b, 1.0) } else { col = imageSrc2UnsafeAt(uv * imageSrc0Size()); return col + vec4(0.8); } }