#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float hash(vec2 st) { float h = dot(st,vec2(127.1,311.7)); return -1.0 + 2.0*fract(sin(h)*43758.5453123); } // Gradient Noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/XdXGW8 float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); vec2 pos = vec2(st*10.0); color = vec3(noise(pos)*.5+.5); gl_FragColor = vec4(color,1.0); }