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@olevegard
Last active August 29, 2015 14:24
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#version 330
precision highp float;
in vec4 ex_Color;
out vec4 fragColor;
float rand(vec2 co);
bool randomColor = true;
void main(void)
{
if (randomColor)
{
fragColor.r = (ex_Color.r * 0.5) + ( rand(ex_Color.ra) * 0.5);
fragColor.g = (ex_Color.g * 0.5) + ( rand(ex_Color.bg) * 0.5);
fragColor.b = (ex_Color.b * 0.5) + ( rand(ex_Color.gb) * 0.5);
fragColor.a = ex_Color.a;// + ( rand(ex_Color.ba) * 0.8);
}
else
fragColor = ex_Color;
}
float rand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
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