float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
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| var cameraZ = camera.position.z; | |
| var planeZ = 5; | |
| var distance = cameraZ - planeZ; | |
| var aspect = viewWidth / viewHeight; | |
| var vFov = camera.fov * Math.PI / 180; | |
| var planeHeightAtDistance = 2 * Math.tan(vFov / 2) * distance; | |
| var planeWidthAtDistance = planeHeightAtDistance * aspect; | |
| // or |