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- //!HOOK LUMA
- //!BIND HOOKED
- // Change this to tune the strength of the noise
- // Apparently this has to be float on some setups
- #define STRENGTH 48.0
- // PRNG taken from mpv's deband shader
- float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
- float permute(float x) { return mod289((34.0*x + 1.0) * x); }
- float rand(float x) { return fract(x / 41.0); }
- vec4 hook() {
- vec3 _m = vec3(HOOKED_pos, 1.0) + vec3(1.0);
- float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
- vec4 noise;
- noise.x = rand(h);
- return HOOKED_tex(HOOKED_pos) + vec4(STRENGTH/8192.0) * (noise - 0.5);
- }
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