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ReShader/shaders/noise2.frag.glsl
2025-04-16 01:51:10 -04:00

33 lines
747 B
GLSL

#version 120
// Author @patriciogv - 2015
// Title: Mosaic
#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;
st *= 10.0; // Scale the coordinate system by 10
vec2 ipos = floor(st); // get the integer coords
vec2 fpos = fract(st); // get the fractional coords
// Assign a random value based on the integer coord
vec3 color = vec3(random( ipos ));
// Uncomment to see the subdivided grid
// color = vec3(fpos,0.0);
gl_FragColor = vec4(color,1.0);
}