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); }