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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;}