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| uniform sampler2D colorTexture;
|
| varying vec2 v_textureCoordinates;
|
| float rand(vec2 co)
| {
| return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
| }
|
| void main(void)
| {
| float noiseValue = rand(v_textureCoordinates + sin(czm_frameNumber)) * 0.1;
| vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
| vec3 green = vec3(0.0, 1.0, 0.0);
| gl_FragColor = vec4((noiseValue + rgb) * green, 1.0);
| }
|
|