[random] Random / noise functions for GLSL

Do use this:

highp float rand(vec2 co)
{
    highp float a = 12.9898;
    highp float b = 78.233;
    highp float c = 43758.5453;
    highp float dt= dot(co.xy ,vec2(a,b));
    highp float sn= mod(dt,3.14);
    return fract(sin(sn) * c);
}

Don't use this:

float rand(vec2 co){
    return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

You can find the explanation in Improvements to the canonical one-liner GLSL rand() for OpenGL ES 2.0