Fragmented/src/ui_background.gdshader

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Text

shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_linear_mipmap_anisotropic;
float rand(vec2 uv) {
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123);
}
void fragment() {
vec2 new_uv;
new_uv.x = mix(SCREEN_UV.x, rand(UV), 0.2);
new_uv.y = mix(SCREEN_UV.y, rand(UV), 0.2);
new_uv.x = mix(new_uv.x, rand(UV), -0.2);
new_uv.y = mix(new_uv.y, rand(UV), -0.2);
COLOR.rgb = clamp(textureLod(SCREEN_TEXTURE, new_uv, 10.0).rgb, 0.05, 0.7);
COLOR.a = 1.0;
}