[SOLVED] Procedurally modify color brightness in shader

Thanks,

Multiplying did not get the result I was looking for but powering with noise gets very close to the effect I wanted. :slightly_smiling_face:

          float s = smoothstep(0.0, 1.0, noise.x) / 4.0;
          color.rgb = pow(color.rgb, vec3(0.7 + s));

https://imgur.com/pFcKCHV.png

Edit:

In the same shader. Something like a map in java. So I calculate it once for the same x, and y texture coordinates at runtime and cache it! but I guess it is very unlike how shaders work