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/* Vertex shader */
#define SINGLELINE_MACRO 10.0
#define MULTILINE_MACRO(a, b) vec2( \
a, \
b \
)
uniform float waveTime;
uniform float waveWidth;
uniform float waveHeight;
void main(void)
{
vec4 v = vec4(gl_Vertex);
v.z = sin(waveWidth * v.x + waveTime) * cos(waveWidth * v.y + waveTime) * waveHeight;
gl_Position = gl_ModelViewProjectionMatrix * v;
}
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