uniform sampler2D tex0;
uniform vec4 OGL2Param;

float pseudoNoise(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*2.0-0.5;
}
      
void main()
{
vec3 res = texture2D(tex0, gl_TexCoord[0].xy).rgb;

gl_FragColor.rgb = res+(0.1+0.05*OGL2Param.z)*res*pseudoNoise(gl_TexCoord[0].xy);
}    