glonkers/fragment.glsl

14 lines
378 B
GLSL

#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);
}