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#version 330 core
include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform vec3 viewPoint;
uniform vec3 waves;
void
main()
{
vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
cos(waves.x + position.x + (position.y / 8)) * .3);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
Normal = normal;
gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}
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