aUV_Noise2 = inUV + vec2(-time * 0.11f, time * 0.93f + offset); aUV_Noise3 = inUV + vec2(time * 0.3f - offset, time * 0.71f); vec3 norm = vec3(matWorld * vec4(inNorm ...
/// 3 columns of 4 components matrix of double-precision floating-point numbers using low precision arithmetic in term of ULPs. /// @see <a href="http://www.opengl ...
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