procedural noise
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vec2 normal_st = vec2(vPosition.x * vPosition.y, vPosition.y) * vec2(1000 * 2);
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vec2 normal_st = vec2(gl_FragCoord.x * 0.005, vPosition.y) * vec2(1000 * 2);
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// vec2 normal_st = vec2(random(vDistance), random(vDistance))/vec2(u_resolution);
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// vec2 normal_st = vec2(random(vDistance), random(vDistance))/vec2(u_resolution);
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vec3 normal_pos = vec3(normal_st * 5.0, 1.0 * 0.5);
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vec3 normal_pos = vec3(normal_st * 5.0, 1.0 * 0.5);
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