
out vec4 vertexPosition;
out vec2 vertexUv;

#include "drive/water/ground.shared.glsl"

void main()
{
	vec4 pos = vec4(a_position, 1.0);
	pos.y -= 0.5;
	pos.y += sampleSeafloor(a_texcoord0);
	gl_Position =  u_proj * u_view * u_model * pos;
    vertexUv = a_texcoord0;
	vertexPosition = u_model * pos;
}