NoiseShader = {

	uniforms: {
	},

	vertexShader: [

		"varying vec2 vUv;",

		"void main() {",

			"vUv = uv;",

			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

		"}"

	].join("\n"),

	fragmentShader: [
    "varying vec2 vUv;",
    
    "float rand(vec2 co){",
      "return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
    "}",
    
    "void main() {",
      
      "float rnd = rand(vUv);",
      "vec3 color = vec3(1.0, 1.0, 1.0);",
      "gl_FragColor = vec4(color*rnd, 1.0);",
      
    "}"
    
	].join("\n")

};
