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#version 330 core
in vec3 position;
in vec2 texCoord;
in vec3 normal;
out vec3 FragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform mat4 viewProjection;
uniform vec3 waves;
void
main()
{
vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
cos(waves.x + position.x + (position.y / 8)) * .3, 1.0);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
Normal = normal;
gl_Position = viewProjection * wpos;
}
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