/** Quick random generator for fragment shaders */
export declare const random: {
    readonly name: "random";
    readonly source: "fn random(scale: vec3f, seed: f32) -> f32 {\n  return fract(sin(dot(scale + vec3f(seed), vec3f(12.9898, 78.233, 151.7182))) * 43758.5453 + seed);\n}\n";
    readonly fs: "float random(vec3 scale, float seed) {\n  /* use the fragment position for a different seed per-pixel */\n  return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);\n}\n";
};
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