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Let's write the function 'random' that returns randomed-float data.



float random(float st);
float random(vec2 st);
float random(vec3 st);
float random(float f){
float y = fract(sin(f*100.)*100.);
return y;
}

The function 'dot' downgrades vec2 data to float data.
float random(vec2 st){
float c = fract(sin(dot(st*25., vec2(17.34,50.13)))*84242.235);
return c;
}

#ifdef GL_ES
precision mediump float;
#endif
#define ROOT2 1.414
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random(float f);
float random(vec2 f);
float random(vec3 f);
void main(){
vec2 coord = gl_FragCoord.xy/u_resolution;
coord.x *= u_resolution.x/u_resolution.y;
coord *= 10.;
vec2 coint = floor(coord);
vec3 col = vec3(random(coint));
gl_FragColor = vec4(col, 1.);
}
float random(float f){
float y = fract(sin(f*100.)*100.);
return y;
}
float random(vec2 f){
float c = fract(sin(dot(f*25., vec2(17.34,50.13)))*84242.235);
return c;
}

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