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#version 330 core

uniform float time;
uniform ivec2 window;

// adapted from <https://www.shadertoy.com/view/4djSRW>
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 uv = gl_FragCoord.xy / window;
	vec2 pos = gl_FragCoord.xy + time;
	gl_FragColor = vec4(hash12(pos), uv.xy, 1.0);
}