#version 330 core in vec2 UV; out vec4 color; uniform sampler2D clearTex; uniform sampler2D blurTex; uniform float iGlobalTime; float nrand(vec2 n) { return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); } void main() { vec3 mval = vec3(0.0); mval += texture(clearTex, UV).rgb / 2.0; mval += texture(blurTex, UV).rgb; mval = max(vec3(0.0), mval - 0.5); mval *= mval; float flicker = 0.5 + nrand(vec2(iGlobalTime)); flicker *= (flicker); //flicker = sqrt(flicker); //flicker = pow(flicker, 1.0/8.0); //mval *= flicker; mval *= mix(vec3(0.0), mval, flicker); mval += texture(clearTex, UV).rgb; mval = clamp(mval, vec3(0.0), vec3(1.0)); color = vec4(mval, 1.0); }