//uv.x += round(TIME * 0.5 * 26.0)/26.0; // animate characters with TIME, then snapped by 0.1 so it doesnt slide. 0.5 is the speed, you might want to change that
float distortion = texture(noise_tex, (UV + vec2(0,offset)) / vec2(1.0, 64.0)).g; // this will be used for distortion, using previous noise but only horizontal
distortion = round(distortion * 26.0) / 26.0; // for precision reason, you need to round your distortion too, otherwise some character wouldnt be fully shown
COLOR.rgb = texture(chars, vec2(uv.x, uv.y)).rgb * rain * vec3(0.0, 1.0, 0.0); // finally multiply them together then multiply with green for the color