// Author @patriciogv - 2015 // Title: Mosaic #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st *= 10.0; // Scale the coordinate system by 10 vec2 ipos = floor(st); // get the integer coords vec2 fpos = fract(st); // get the fractional coords // Assign a random value based on the integer coord vec3 color = vec3(random( ipos )); // Uncomment to see the subdivided grid // color = vec3(fpos,0.0); gl_FragColor = vec4(color,1.0); }