I just started to get familiar with writing shaders. What I want to do, is to deform a mesh by random values, so that each Vertex is being set off by a slightly different vector, so that I could connect a spread of random 3d vectors. So I thought that would be a simple multiplication
float3 Offset; PosO.xyz *= Offset;
But with that ALL vertices are being offset (so when I connect a spread with more than 3 values, a completely new object is being created with a different offset). How can I perform that operation for each Vertex?