#version 300 es
precision highp float;
uniform vec2 uResolution;
uniform float uTime;
out vec4 outColor;
const uint UINT_MAX = 0xffffffffu;
uvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);
uvec3 u = uvec3(1, 2, 3);
uvec2 uhash22(uvec2 n){
n ^= (n.yx << u.xy);
n ^= (n.yx >> u.xy);
n *= k.xy;
n ^= (n.yx << u.xy);
return n * k.xy;
}
vec2 hash22(vec2 b) {
uvec2 n = floatBitsToUint(b);
return vec2(uhash22(n)) / vec2(UINT_MAX);
}
void main() {
vec2 pos = gl_FragCoord.xy;
pos += floor(60.0 * uTime);
outColor.rgb = vec3(hash22(pos), 1.0);
outColor.a = 1.0;
}