uniform float AppFrame; // frame number since app starts
void frag (void)
{
float size = 15.0;
float amount = Amount / 127.0 * 0.4;
vec2 uv = TexCoord * size;
if (isRand)
uv = fract(uv + 0.031 * AppFrame);
uv = texture2D_NoiseSamp(fract(uv)).xy - 0.5;
if (dir == 0) { // both directions
uv *= (vec2(1.5, 0.15) * amount);
} else if (dir == 1) { // x direction
uv *= (vec2(1.3, 0.0) * amount);
} else { // y direction
uv *= (vec2(0.0, 0.29) * amount);
}
uv += TexCoord;
// shift half of a pixel size of the source to avoid the artifact on upper right borders.
// FBO size is bigger than the sprite, so clamping to [0, 1] will introduce artifacts
// (when OpenGL glTexParameter is set to linear). Lets not rely on OpenGL to clamp. we
// do it here.
vec2 halfPixelSize = 0.5 / Texture0Info.xy;
colorOutput(texture2D_0(clamp(uv, halfPixelSize, 1.0-halfPixelSize)));
}