Use this:
Code:
float rand_1_05(in float2 uv)
{
    float2 noise = (frac(sin(dot(uv ,float2(12.9898,78.233)*2.0)) * 43758.5453));
    return abs(noise.x + noise.y) * 0.5;
}



There is no random option on a GPU, but you can use some "random" math functions to generate unregular fractal parts to generate numbers between 0 and 1

Just input your screen or texture coordinates.

Note that the random will stay constant until you add something like vecTime.w to your input coordinates.


To get screen coordinates you need to pass the transformed position into your pixel shader from the vertex shader

also use ps_2_0 or ps_3_0 as 1_1 is imho much too old and limiting for you


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