uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random(in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } float noise(in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec2 pos = vec2(st * 5.0); float n = noise(pos); gl_FragColor = vec4(vec3(n), 1.0); }