#version 430 layout (binding = 0) uniform sampler3D noiseSamp; layout (binding = 1) uniform sampler3D textureSamp; uniform float height; in vec3 varTextureG; out vec4 color; void main(void) { vec3 f = texture(textureSamp, (varTextureG + vec3(0.0, height, 0.0)) * 8.0).xyz; color = vec4(f, 1.0); }