attribute vec4 aVertexPosition; uniform vec2 uGlitchPosition; uniform float uGlitchWidth; uniform vec2 uImageRatio; void main() { vec2 vertex = aVertexPosition.xy; vertex *= uImageRatio; vertex *= 0.001; vertex *= uGlitchWidth; vertex += uGlitchPosition; gl_Position = vec4(vertex, -1.0, 1.0); }