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#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),
position.y + cos(waves.x * waves.y / 2),
cos(waves.x + position.x + (position.y / 8)) * .3);
gl_Position = viewProjection * vec4(wpos, 1.0);
texCoord0 = texCoord;
depth = position.z;
}
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