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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
uniform sampler2D blueNoise;
uniform vec3 offsets;
out vec4 FragColor;
void main(void)
{
vec3 blue_noise = texelFetch(blueNoise, ivec2(gl_FragCoord.xy), 0).xyz;
float noise = fract(blue_noise.y + offsets.z);
FragColor.x = fract(blue_noise.x + offsets.x);
FragColor.y = fract(blue_noise.z + offsets.y);
FragColor.z = cos(noise * M_2PI);
FragColor.w = sin(noise * M_2PI);
}
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