precision mediump float; #define PI 3.14159265359 uniform sampler2D tex; uniform sampler2D bloomTex; uniform sampler2D stripes; uniform float ditherMagnitude; uniform float time; uniform vec3 backgroundColor; varying vec2 vUV; highp float rand( const in vec2 uv, const in float t ) { const highp float a = 12.9898, b = 78.233, c = 43758.5453; highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); return fract(sin(sn) * c + t); } void main() { vec3 color = texture2D(stripes, vUV).rgb; // Combine the texture and bloom float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r; // Dither: subtract a random value from the brightness brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude; gl_FragColor = vec4(color * brightness + backgroundColor, 1.0); }