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); }