// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float seed; float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * 437.54123); } void main() { float n = random(v_vTexcoord + seed / 5000.); gl_FragColor = vec4(vec3(n), 1.0); }