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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);
}
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