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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
// vec2 vec2 random
vec2 random(vec2 st){
float x = fract(sin(dot(st*25., vec2(17.34,50.13)))*84239.523);
float y = fract(cos(dot(st*25., vec2(28.13,39.49)))*94820.475);
return vec2(x, y) *2. -1.; // range -1 ~ 1
}
float noise(vec2 st){
vec2 i = floor(st);
vec2 f = fract(st);
vec2 v1 = i;
vec2 v2 = i + vec2(1., 0.);
vec2 v3 = i + vec2(0., 1.);
vec2 v4 = i + vec2(1., 1.);
vec2 r1 = random(v1); // vector (random arrow)
vec2 r2 = random(v2);
vec2 r3 = random(v3);
vec2 r4 = random(v4);
// f = smoothstep(0., 1., f);
f = f*f*f*(f*(f*6.-15.)+10.);
float d1 = dot(r1, st-v1); // vectors of four point and from those points to coord
float d2 = dot(r2, st-v2);
float d3 = dot(r3, st-v3);
float d4 = dot(r4, st-v4);
float bot = mix(d1, d2, f.x);
float top = mix(d3, d4, f.x);
float ret = mix(bot, top, f.y);
return (ret + 1.) * .5; // range 0 ~ 1
}
void main(){
vec2 coord = gl_FragCoord.xy/u_resolution;
coord.x *= u_resolution.x/u_resolution.y;
coord *= 15.;
vec3 col = vec3(noise(coord));
gl_FragColor = vec4(col, 1.0);
}

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