#version 330 core include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; uniform ivec3 viewPoint; uniform float waves; void main() { vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0), cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; Normal = normal; gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); }