#include "common_vertex.h" uniform mat4 g_ModelViewProjectionMatrix; uniform float g_Time; attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; varying vec4 v_NormalCoord; uniform float g_WaveSpeed; // {"material":"Speed","default":0.4} void main() { gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); v_TexCoord.xy = a_TexCoord; v_NormalCoord.xy = a_TexCoord * vec2(1, 0.3) * 0.7; v_NormalCoord.x -= g_Time * g_WaveSpeed; v_NormalCoord.zw = a_TexCoord * vec2(1, 0.7) * 0.3; v_NormalCoord.z -= g_Time * g_WaveSpeed * 0.5; }