#version 150 uniform sampler2D RT; uniform sampler2D noise; in vec2 oUv0; out vec4 fragColour; void main() { float c = dot(texture(RT, oUv0), vec4(0.30, 0.11, 0.59, 0.00)); float n = texture(noise, oUv0).r * 2.0 - 1.0; c += n; c = step(c, 0.5); fragColour = vec4(c,c,c,1.0); }