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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
VARYING vec3 vNormal;
VARYING vec3 vViewVec;
void MAIN()
{
VERTEX.x += sin(uTime * 4.0 + VERTEX.y) * uAmplitude;
vNormal = normalize(NORMAL_MATRIX * NORMAL);
vViewVec = CAMERA_POSITION - (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
}