#version 330 core
layout (location = 0) in vec3 vPos;
//layout (location = 1) in vec2 vNormal;
layout (location = 1) in vec2 vTexCoord;
//varying vec3 color;
uniform mat4 MVP;
//out vec3 FragPos;
out vec3 ourNormal;
out vec2 TexCoord;
//out float time;
//out float height;
void main() {
TexCoord = vTexCoord;
// ortho MVP in height map mode top down
//gl_Position = vec4(TexCoord, 0.0, 1.0);
//gl_Position = vec4(pos, 0.0, 1.0);
gl_Position = MVP * vec4(vPos, 1.0);
//gl_Position = vec4(tPos, 1.0);
//FragPos = vec3(MVP * vec4(sPos, 1.0));
//gl_Position = MVP * vec4(vertexPosition.x, wlev, vertexPosition.y, 1.0);
//FragPos = vec3(MVP * vec4(vertexPosition.x, wlev, vertexPosition.y, 1.0));
//TexCoord = vec2(vNormal.x, vNormal.y);
//--ourNormal = vec3(vNormal.x, vNormal.y, 0.0);
//ourNormal = vec3(vNormal.x, 0.0, vNormal.y);
//vec2 vertexPosition = TexCoord * (scale + sin(TexCoord.x * 1.0) * 0.5);
}
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