3 uniform sampler2DArray grain;
9 uniform int grain_layer;
11 #pragma MSP stage(fragment)
14 vec3 gcoord = vec3(gl_FragCoord.xy/textureSize(grain, 0).xy/coarseness, grain_layer);
15 vec4 incoming = texture(source, texcoord);
16 frag_color = vec4(incoming.rgb*mix(1.0, texture(grain, gcoord).r, strength), incoming.a);