runnable fragment

Grain

glitch-core material glsl runnable fragment MIT
code snippet
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_intensity; // 0-1
uniform float u_size;      // grain size (0.5-10)
uniform int   u_color;     // 0=color, 1=grayscale

float hash(vec2 p) {
  return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}

void main() {
  vec4 c = texture2D(u_texture, v_texCoord);