float luminance(in vec3 srgb) { return dot(srgb, vec3(0.2126, 0.7152, 0.0722)); } float falloff(in float lum) { float sq = lum * lum; return sq * sq - 2.0 * sq + 1.0; } vec3 mix_with_noise(inout vec3 col, in vec2 uv) { vec3 noise = texture(iChannel1, uv).rgb; float fac = falloff(luminance(col) * 2.0 - 1.0); return mix(col, noise, fac * 0.2); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord/iResolution.xy; vec3 imageCol = texture(iChannel0, uv).rgb; vec3 col = mix_with_noise(imageCol, uv * 2.0); col = mix_with_noise(col, uv * 0.5); fragColor = vec4(col, 1.0); }