runnable fragment
code snippet
precision mediump float;
varying vec2 v_texcoord;
uniform float u_time;
uniform float uAmplitude;
uniform float uScrollSpeed;
uniform sampler2D uDiffuse;
float inverseLerp(float v, float minVal, float maxVal) {
return (v - minVal) / (maxVal - minVal);
}
float remap(float v, float inMin, float inMax, float outMin, float outMax) {
float t = inverseLerp(v, inMin, inMax);