uniform vec3 u_noiseTextureDimensions;
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attribute vec2 position;
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varying vec2 v_position;
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void main()
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{
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gl_Position = vec4(position, 0.1, 1.0);
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float textureSliceWidth = u_noiseTextureDimensions.x;
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float noiseTextureRows = u_noiseTextureDimensions.y;
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float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
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vec2 transformedPos = (position * 0.5) + vec2(0.5);
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transformedPos *= textureSliceWidth;
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transformedPos.x *= textureSliceWidth * inverseNoiseTextureRows;
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transformedPos.y *= noiseTextureRows;
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v_position = transformedPos;
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}
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