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#version 440
QC_INCLUDE "customvert.glsl"
void main()
{
texCoord = tcoord;
fragCoord = vertex;
vec2 v = (vertMatrix * vec3(vertex, 1.0)).xy;
if (ndcIsYDown != 0)
gl_Position = vec4(2.0 * (v.x + viewRect.x) / viewRect.z - 1.0, -1.0 + 2.0 * (v.y + viewRect.y) / viewRect.w, 0.0, 1.0);
else
gl_Position = vec4(2.0 * (v.x + viewRect.x) / viewRect.z - 1.0, 1.0 - 2.0 * (v.y + viewRect.y) / viewRect.w, 0.0, 1.0);
gl_Position.y += (0.05 * sin(iTime + 0.02 * fragCoord.x));
}