runnable fragment
code snippet
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_track; // tracking noise (0-1)
uniform float u_noise; // noise level (0-0.5)
uniform float u_bleed; // color bleed (0-1)
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
void main() {
vec2 uv = v_texCoord;