#version 430 in vec3 varPosition; out float noise; void main(void) { float sinX = sin(varPosition.x * 5.8905); float cosY = cos(varPosition.y * 5.8905); float cosZ = cos(varPosition.z * 5.8905); noise = (sinX * sinX + cosY * cosY + cosZ * cosZ) * (1.0f / 3.0f); }