13 lines
292 B
GLSL
13 lines
292 B
GLSL
#include <dithering_fragment>
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<<<<<<< HEAD
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// vec2 st = vec2(vDistance,vDistance)/vec2(u_resolution);
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vec2 st = vPosition.xy / vec2(u_resolution);
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vec3 pos = vec3(st * 5.0, 1.0 * 0.5);
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vec3 color = vec3(noise(pos));
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=======
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>>>>>>> bx-1480-constructor
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// gl_FragColor = vec4(normal, 1.0); |