Important
Please refer to the glman directory if you would like to try out the shaders.
This shader creates an elliptical pattern on a sphere, and allows for dynamic noise generation through uniform variables like uNoiseAmp and uNoiseFreq.
I cloned my first project since this one is mostly built off of that one. I first made to add any new variables to my .glib file since I now need something to control the noise. I went to my vertex shader and made sure I was already passing my model coordinates to the fragment shader. Then, in my fragment shader, I read the noise file that glman generated as a texture and added the RGBA values into its own variable. After fixing the range on this new variable, I applied the noise amplitude to it so I could adjust that with glman. I then added that new variable to my S and T coordinates, which is how I got the distorted effect. I tried playing around with glman and found out that the max noise texture size it could generate was 400x400, which took a while to generate, but it ran fine on my computer once that was done.

