in vec4 vertex; uniform mat4 viewMatrix; uniform float waterHeight; uniform vec3 cameraLocation; out vec3 unprojected; void main(void) { unprojected = vec3(cameraLocation.x + vertex.x * 500.0, 0.0, cameraLocation.z + vertex.z * 500.0); gl_Position = viewMatrix * vec4(unprojected, 1.0); }