uniform sampler2D RT; uniform sampler2D noise; varying vec2 oUv0; void main() { float c = dot(texture2D(RT, oUv0), vec4(0.30, 0.11, 0.59, 0.00)); float n = texture2D(noise, oUv0).r*2.0 - 1.0; c += n; if (c > 0.5) { c = 0.0; } else { c = 1.0; } gl_FragColor = vec4(c,c,c,1.0); }