precision mediump float; uniform vec2 u_resolution; 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; float rnd = random( st ); gl_FragColor = vec4(vec3(rnd),0.05); }