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ReShader/shaders/noise.frag.glsl
2025-04-16 01:51:10 -04:00

26 lines
464 B
GLSL

#version 120
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
float rnd = random( st );
gl_FragColor = vec4(vec3(rnd),1.0);
}