#version 330 core uniform vec2 WindowSize; uniform float time; layout(location = 0) out vec4 color; float rand(vec2 co){ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } float cell_size = 0.1; void main() { vec2 uv = gl_FragCoord.xy / WindowSize; // grid float glob = rand(uv + time); color = vec4(glob * (sin(time)/2 + 0.5), glob, 1.0, 1.0); //vec4(gl_FragCoord.xy / WindowSize, 0.0, 1.0); }