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