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shaders: Use sin-less hash for noise (#5607)
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@ -400,7 +400,9 @@ uniform float noise;
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uniform float brightness;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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void main() {
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