#version 130 in vec3 position; in vec2 texCoord; in vec3 normal; out vec2 texCoord0; out vec3 normal0; out float height; uniform mat4 viewProjection; uniform mat4 model; uniform vec3 waves; void main() { gl_Position = viewProjection * model * vec4(position, 1.0); texCoord0 = texCoord; normal0 = normal; height = position.y; }