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uniform mat4 uMVPMatrix;
uniform float uTime;
uniform float uWaveMax;
                
attribute vec4 aPosition;
attribute vec4 aColor;
attribute vec2 aTexCoord0;
                
varying vec4 vColor;
varying vec2 vTexCoord;
                
void main()
{
        gl_Position = uMVPMatrix * aPosition;
        gl_Position.x += sin(uTime + gl_Position.y * 2.0) * uWaveMax;
        gl_Position.y += cos(uTime + gl_Position.x * 2.0) * uWaveMax;
        vColor = aColor;
        vTexCoord = aTexCoord0;
}