
Small noise / random function in GLSL:
varying vec3 v;
float rand(vec2 n)
{
return 0.5 + 0.5 *
fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453);
}
void main(void)
{
float x = rand(v.xz);
gl_FragColor = vec4(x, x, x, 1.0);
}
Noise function tested in GeeXLab (OpenGL 2):

How random is this? Can you point me somewhere for further explanation/analysis of the generator?
Thanks, awesome trick 🙂