precision highp float; varying vec2 vTextureCoord; varying vec4 vColor; uniform float uNoise; uniform float uSeed; uniform sampler2D uSampler; float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } void main() { vec4 color = texture2D(uSampler, vTextureCoord); float randomValue = rand(gl_FragCoord.xy * uSeed); float diff = (randomValue - 0.5) * uNoise; // Un-premultiply alpha before applying the color matrix. See issue #3539. if (color.a > 0.0) { color.rgb /= color.a; } color.r += diff; color.g += diff; color.b += diff; // Premultiply alpha again. color.rgb *= color.a; gl_FragColor = color; }