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#include "common_vertex.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
varying vec4 v_NormalCoord;
uniform float g_WaveSpeed; // {"material":"Speed","default":0.4}
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
v_NormalCoord.xy = a_TexCoord * vec2(1, 0.3) * 0.7;
v_NormalCoord.x -= g_Time * g_WaveSpeed;
v_NormalCoord.zw = a_TexCoord * vec2(1, 0.7) * 0.3;
v_NormalCoord.z -= g_Time * g_WaveSpeed * 0.5;
}