#version 330 core #include "config.h" uniform float time; // adapted from float hash12(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } void main() { vec2 pos = gl_FragCoord.xy + time; gl_FragColor = vec4(vec3(hash12(pos)), 1.0); }