// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float seed; float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123); } void main() { float n0 = random(v_vTexcoord, floor(seed) / 5000.); float n1 = random(v_vTexcoord, (floor(seed) + 1.) / 5000.); float n = mix(n0, n1, fract(seed)); gl_FragColor = vec4(vec3(n), 1.0); }