9 lines
432 B
GLSL
9 lines
432 B
GLSL
vec2 normal_st = vec2(vPosition.x * vPosition.y, vPosition.y) * vec2(1000 * 2);
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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 pos_xz = vPosition * vec3(1.0, 0.0, 1.0);
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// vec3 distance = pos_xz + vec3(0.15);
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vec3 normal_noise = vec3(noise(normal_pos));
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vec3 modifiedNormal = normal * normal_noise * vec3(0.5);
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normal = modifiedNormal; |