Godot 4: Screen glitch shader (tutorial)

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https://www.youtube.com/watch?v=WtHjrij0T6U

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Hi everyone! Recently, I returned to the algorithm we used for generating the lightning effect and tried to apply it in a slightly different way. Essentially, it involves decomposing the texture into individual color components - red, green, and blue - and shifting them according to a pseudo-chaotic value. I think I've seen something similar in a few games, and maybe such an effect will be useful for your project too. So let's get to it.