attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform vec2 uGlitchPosition;
uniform float uGlitchWidth;
uniform lowp vec4 uRandom;
uniform vec2 uImageRatio;

varying highp vec2 vTextureCoord;

void main() {
    vec2 vertex = aVertexPosition.xy;

    vertex *= uImageRatio;
    vertex *= 0.001;
    vertex *= uGlitchWidth;
    vertex += uGlitchPosition;
    vertex += uRandom.xy*0.01;

    gl_Position = vec4(vertex, -1.0, 1.0);
}

