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#ifdef GL_ES
precision mediump float;
#pragma glslify: map = require('glsl-map')
#pragma glslify: random = require('glsl-random')
#pragma glslify: snoise4 = require('glsl-noise/simplex/4d')
#define PI 3.14159265359
#define TWO_PI 6.28318530718
varying vec2 v_texcoord;
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D u_frame;
uniform sampler2D u_noise;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = 1.0 - st;
vec3 color = vec3(.0);
float noise = texture2D(u_noise, st).r;
// gl_FragColor = texture2D(u_noise, st);
gl_FragColor = texture2D(u_frame, st * noise);
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