wiggle = love.graphics.newShader[[ extern number seed; extern number amount; int grain = 10; //higher = less, lower = more float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { vec4 pixel_me = Texel(texture, texture_coords ); return Texel(texture, texture_coords + (rand(texture_coords * seed) - .5) * amount); /* int resolution = int(12 * 1 / zoom); vec2 final_coords = floor((resolution * texture_coords) + 0.5) / resolution; vec4 averaged_pixel = (Texel(texture, final_coords - (1 / resolution)) + Texel(texture, final_coords)) / 2 + (rand(final_coords * seed) / grain); averaged_pixel.a = 1; pixel_me = Texel(texture, final_coords); return averaged_pixel; */ } ]]