GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 vUv;
const float PI = 3.1415926;
uint k = 0x456789abu;
const uint UINT_MAX = 0xffffffffu;
uint uhash11(uint n) {
n ^= (n << 1);
n ^= (n >> 1);
n *= k;
n ^= (n << 1);
return n * k;
}
float hash11(float p) {
uint n = floatBitsToUint(p);
return float(uhash11(n)) / float(UINT_MAX);
}
void main() {
vec2 pos = gl_FragCoord.xy;
pos += floor(60.0 * u_time);
vec3 col = vec3(hash11(pos.x));
gl_FragColor = vec4(col, 1.0);
}