// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 u_resolution; uniform vec2 position; uniform vec2 scale; uniform float seed; uniform float shift; float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898 * seed, 78.233))) * 43758.5453123); } void main() { vec2 st = v_vTexcoord + position; vec2 pos = vec2(st * scale); pos.x += random(vec2(0., floor(pos.y))) * shift; vec2 i = floor(pos); float n = random(i); gl_FragColor = vec4(vec3(n), 1.0); }