#version 330 core out vec4 FragColor; in vec2 uv; uniform vec2 WindowSize; uniform float time; float rand(vec2 co){ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } void main() { float glob = rand(gl_FragCoord.xy / WindowSize + time); FragColor = vec4(glob * (sin(time)/2 + 0.5), glob, 1.0, 1.0); //vec4(gl_FragCoord.xy / WindowSize, 0.0, 1.0); }