CloudNoiseVS.glsl 572 B

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  1. uniform vec3 u_noiseTextureDimensions;
  2. attribute vec2 position;
  3. varying vec2 v_position;
  4. void main()
  5. {
  6. gl_Position = vec4(position, 0.1, 1.0);
  7. float textureSliceWidth = u_noiseTextureDimensions.x;
  8. float noiseTextureRows = u_noiseTextureDimensions.y;
  9. float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
  10. vec2 transformedPos = (position * 0.5) + vec2(0.5);
  11. transformedPos *= textureSliceWidth;
  12. transformedPos.x *= textureSliceWidth * inverseNoiseTextureRows;
  13. transformedPos.y *= noiseTextureRows;
  14. v_position = transformedPos;
  15. }