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#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec3 inColor[];
layout(location = 0) out vec3 outColor;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float time;
float amplitude;
};
void main()
{
gl_Position = mvp * ((gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position));
gl_Position.x += sin(time + gl_Position.y) * amplitude;
outColor = gl_TessCoord.x * inColor[0] + gl_TessCoord.y * inColor[1] + gl_TessCoord.z * inColor[2];
}
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