2021-03-20 01:11:39 +01:00

15 lines
377 B
GLSL

#version 430
in vec3 varPosition;
out float noise;
void main(void) {
// Just to random stuff to the numbers until it looks nice
float f1 = sin((varPosition.x + varPosition.z) * 10.0);
float f2 = cos((varPosition.y + varPosition.x) * 7.0);
float f3 = cos((varPosition.z + varPosition.y) * 8.0);
noise = (f1 * f1 + f2 * f2 + f3 * f3) * (1.0 / 3.0);
}