123456789101112131415161718 |
- uniform vec3 u_noiseTextureDimensions;
- in vec2 position;
- out 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;
- }
|