#version 150 core
uniform mat4 u_mvp;
uniform float u_time;
uniform sampler2D t_color;
in vec2 a_position;
in vec2 a_tex_coords;
out vec4 v_color;
float z() {
float x = a_position.x;
float y = a_position.y;
return 10.0 * sin(u_time + x / 10.0 + y / 20.0);
}
void main() {
v_color = texture(t_color, a_tex_coords);
gl_Position = u_mvp * vec4(a_position, z(), 1.0);
}