title: three.js / webGL / GLSL - utilizing random math
body: <p>I am using three.js to call a fragment shader - that shader specifies a color for my material, broken out into rgb - and I want to see if I can multiply those colors by a random value. This is the code I'm using so far:</p>
  
  <pre><code>gl_FragColor = vec4( color.r*.5, color.g, color.b, smoothstep( 8000.0, -8000.0, gl_FragCoord.z / gl_FragCoord.w ) ); //MH - creates colors by multiplying color values
  </code></pre>
  
  <p>and this is what I'd want to do if it were javascript, though obviously this doesn't work inside a GLSL shader script:</p>
  
  <pre><code>gl_FragColor = vec4( color.r*Math.random(), color.g, color.b, smoothstep( 8000.0, -8000.0, gl_FragCoord.z / gl_FragCoord.w ) ); //MH - creates colors by multiplying color values
  </code></pre>