#version 450 core out vec4 outColor; const float NOISE_RANGE = 0.05; const float NOISE_BASE = 0.05; float random(vec4 seed) { return fract(sin(dot(seed, vec4(12.9898, 78.233, 45.164, 53.1324))) * 43758.5453); } void main() { float rnd = random(gl_FragCoord); vec3 rgb = vec3(NOISE_BASE + NOISE_RANGE * rnd); outColor = vec4(rgb, 1.0); }