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Pseudorandom Noise
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
float frac(float c) {
return c - floor(c);
}
float rand(vec2 co, float e) {
return frac(sin(dot(co.yx+1.0,vec2(17.8509,75.7137)))*(43674.894+e));
}
void main(void) {
gl_FragColor = vec4(vec3(rand(gl_FragCoord.xy, time)), 1.0);
}