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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
float noise1D(float value){
return cos(value + cos(value * 90.0) * 100.0) * 0.5 + 0.5;
}
void main() {
vec2 coord = gl_FragCoord.xy / u_resolution;
vec3 color = vec3(0.0);
color.r = noise1D(u_time);
gl_FragColor = vec4(color, 1.0);
}