#version 130 in vec3 position; in vec2 texCoord; in vec3 normal; out vec2 texCoord0; out float depth; uniform mat4 viewProjection; uniform vec3 waves; void main() { vec3 wpos = vec3( position.x + cos(waves.x), cos(waves.x + position.x + (position.z / 8)) * .3, position.z + cos(waves.x * waves.z / 2)); gl_Position = viewProjection * vec4(wpos, 1.0); texCoord0 = texCoord; depth = position.y; }