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#version 120
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varying vec4 color;
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varying vec4 texcoord;
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varying vec4 lmcoord;
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attribute vec4 mc_Entity;
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uniform int worldTime;
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void main() {
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	texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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	vec4 position = gl_Vertex;
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	if (mc_Entity.x == 31.0 && texcoord.t < 0.15) {
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		float magnitude = sin(worldTime * 3.14159265358979323846264 / 172.0) * 0.2;
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		position.x += sin(worldTime * 3.14159265358979323846264 / 86.0) * magnitude;
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		position.z += sin(worldTime * 3.14159265358979323846264 / 72.0) * magnitude;
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	}
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	if (mc_Entity.x == 59.0 && texcoord.t < 0.35) {
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		float magnitude = sin(worldTime * 3.14159265358979323846264 / 172.0) * 0.2;
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		position.x += sin(worldTime * 3.14159265358979323846264 / 82.0) * magnitude;
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		position.z += sin(worldTime * 3.14159265358979323846264 / 78.0) * magnitude;
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	}
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	gl_Position = gl_ProjectionMatrix * (gl_ModelViewMatrix * position);
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	color = gl_Color;
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	lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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	gl_FogFragCoord = gl_Position.z;
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}
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}
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