uniform sampler2D tex; uniform float noise; uniform float lightness; uniform float opacity_factor; float PHI = 1.61803398874989484820459; float SEED = 24.0; float noise_gen(in vec2 xy) { float r = fract(tan(distance(xy * PHI, xy) * SEED) * xy.x); r = r != r ? 0.0 : r; return r; } void main() { vec4 c = texture2D(tex, cogl_tex_coord_in[0].st); float blend = noise * (1. - noise_gen(gl_FragCoord.xy)) * opacity_factor; vec3 pix_color = c.rgb; vec3 noise_color = vec3(lightness); cogl_color_out = vec4(mix(pix_color, noise_color, blend), c.a); }