#version 330 core layout(location = 0) in ivec3 position; out vec3 FragPos; out vec2 TexCoords; uniform mat4 viewProjection; uniform ivec3 viewPoint; uniform float waves; void main() { vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0), cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0); FragPos = vec3(wpos.xy, position.z); TexCoords = (position.xy / 8192) - (viewPoint.xy / 8192); gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); }