precision highp float; attribute vec3 lake; attribute vec4 lamp1; //position, strength attribute vec4 lamp2; attribute vec4 lamp3; // max 3 lamps per shaded vertex uniform float time; //used for noise uniform float world_x; uniform float world_y; uniform mat4 MV; uniform mat4 P; void main() { gl_Position = P * MV * vec4(lake.x - world_x, lake.y - world_y, 0., 1.0); }