//!HOOK LUMA //!HOOK RGB //!BIND HOOKED #define STRENGTH 256 // 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, random) + vec3(1.0); float h = permute(permute(permute(_m.x)+_m.y)+_m.z); return HOOKED_tex(HOOKED_pos) + vec4(STRENGTH/4096.0 * (rand(h) - 0.5)); }