- #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);
- }
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