#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);
uvec3 uhash33(uvec3 n){
n ^= (n.yzx << u);
n ^= (n.yzx >> u);
n *= k;
n ^= (n.yzx << u);
return n * k;
}
vec3 hash33(vec3 b) {
uvec3 n = floatBitsToUint(b);
return vec3(uhash33(n)) / vec3(UINT_MAX);
}
void main() {
vec2 pos = gl_FragCoord.xy;
float time = floor(60.0 * uTime);
pos += time;
outColor.rgb = hash33(vec3(pos, time));
outColor.a = 1.0;
}