uniform vec3 samples[64]; vec4 effect() { vec2 noiseScale = u_screenSize / 4.0; vec3 position = texture(u_position, v_uv).xyz; vec3 color = texture(u_screen, v_uv).rgb; vec3 normal = texture(u_normal, v_uv).xyz; vec3 randomVec = texture(u_noise, v_uv * noiseScale).xyz; return vec4(randomVec, 1.0); }