uniform sampler2D colorTexture; varying vec2 v_textureCoordinates; float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453); } void main(void) { float noiseValue = rand(v_textureCoordinates + sin(czm_frameNumber)) * 0.1; vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb; vec3 green = vec3(0.0, 1.0, 0.0); gl_FragColor = vec4((noiseValue + rgb) * green, 1.0); }