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Mar 30th, 2014
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  1. void main() {
  2.  
  3.  
  4.  
  5. texcoord = gl_MultiTexCoord0;
  6.  
  7. lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
  8.  
  9. vec4 tempver = gl_Vertex;
  10. tempver.x += sin(191*abs(gl_Vertex.z-8)*abs(gl_Vertex.y-8))/5;
  11. tempver.y += sin(191*abs(gl_Vertex.x-8)*abs(gl_Vertex.z-8))/5;
  12. tempver.z += sin(191*abs(gl_Vertex.y-8)*abs(gl_Vertex.x-8))/5;
  13. vec4 viewpos = gbufferModelViewInverse * gl_ModelViewMatrix * tempver;
  14. vec4 position = viewpos;
  15.  
  16. worldPosition = viewpos.xyz + cameraPosition.xyz;
  17.  
  18.  
  19. //Entity checker
  20. // if (mc_Entity.x == 1920.0f)
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