in vec3 vertex; in vec2 uv; uniform mat4 viewMatrix; uniform vec3 offset; uniform float size; out vec3 unprojected; out vec2 texcoord; uniform float waterOffset; void main(void) { unprojected = offset + size * vertex; // + vec3(0, waterOffset, 0) texcoord = uv; gl_Position = viewMatrix * vec4(unprojected, 1.0); }