attribute vec3 position;

void main() {
	gl_Position = vec4(position, 1.0);
}
uniform mediump int nframe;

mediump float rand(mediump vec2 seed) {
	return fract(sin(dot(seed.xy, vec2(12.9898 + sin(float(nframe)), 78.233 - cos(float(nframe))))) * 43758.5453);
}

void main() {
	gl_FragColor = vec4(vec3(rand(gl_FragCoord.xy)), 1.0);
}