| 123456789101112131415161718 | uniform vec3 u_noiseTextureDimensions;attribute vec2 position;varying vec2 v_position;void main(){    gl_Position = vec4(position, 0.1, 1.0);    float textureSliceWidth = u_noiseTextureDimensions.x;    float noiseTextureRows = u_noiseTextureDimensions.y;    float inverseNoiseTextureRows = u_noiseTextureDimensions.z;    vec2 transformedPos = (position * 0.5) + vec2(0.5);    transformedPos *= textureSliceWidth;    transformedPos.x *= textureSliceWidth * inverseNoiseTextureRows;    transformedPos.y *= noiseTextureRows;    v_position = transformedPos;}
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