Ajout d'entités "glitch" a la scene
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attribute vec4 aVertexPosition;
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uniform vec2 uGlitchPosition;
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uniform float uGlitchWidth;
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uniform vec2 uImageRatio;
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void main() {
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vec2 vertex = aVertexPosition.xy;
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vertex *= uImageRatio;
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vertex *= 0.001;
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vertex *= uGlitchWidth;
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vertex += uGlitchPosition;
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gl_Position = vec4(vertex, -1.0, 1.0);
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}
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