14 lines
328 B
GLSL

#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);
}