0ad/binaries/data/mods/public/shaders/glsl/waves.vs

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#version 110
attribute vec3 a_vertex;
attribute vec2 a_uv0;
uniform float mapSize;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
gl_TexCoord[0].st = a_uv0;
gl_TexCoord[0].zw = vec2(a_vertex.xz)/mapSize;
}