blob: 972c467ef61702270ffa50f4e49205ddfc19bdc9 (
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void MAIN()
{
float size = 15.0;
float strength = amount / 127.0 * 0.4;
vec2 uv = INPUT_UV * size;
if (randomize)
uv = fract(uv + 0.031 * FRAME);
uv = texture(noiseSample, fract(uv)).xy - 0.5;
if (direction == 0)
uv *= (vec2(1.5, 0.15) * strength);
else if (direction == 1)
uv *= (vec2(1.3, 0.0) * strength);
else
uv *= (vec2(0.0, 0.29) * strength);
uv += INPUT_UV;
vec2 halfPixelSize = 0.5 / INPUT_SIZE;
FRAGCOLOR = texture(INPUT, clamp(uv, halfPixelSize, 1.0 - halfPixelSize));
}
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