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- uniform vec2 uAmplitude;
- uniform vec2 uFrequency;
- uniform float uTime;
- varying vec2 vUv;
- void main() {
- vec4 modelPosition = modelMatrix * vec4(position, 1.0);
- modelPosition.y += sin(modelPosition.x * uFrequency.x - uTime) * uAmplitude.x;
- modelPosition.x += cos(modelPosition.y * uFrequency.y - uTime) * uAmplitude.y;
- vec4 viewPosition = viewMatrix * modelPosition;
- gl_Position = projectionMatrix * viewPosition;
- vUv = uv;
- }
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