uniform mat4 modelViewProjectionMatrix;

attribute vec4 position;
attribute vec2 texture0;

varying vec2 texCoord;                    
varying float lasery;
varying float noise;

void main(void)
{
    texCoord = texture0.xy;
    lasery = texCoord.y;
    gl_Position = modelViewProjectionMatrix * position;
    noise = clamp(fract(gl_Position.x + gl_Position.y + gl_Position.z),0.3,1.0);
    
    
}