    #version 120 
    #extension GL_EXT_bindable_uniform : enable 
    #extension GL_EXT_gpu_shader4 : enable 
#define tex2D texture2D
uniform mat4 ProjectionMatrix;


varying vec3 normal;
uniform float PosY;
uniform float ttimer1;
uniform float ttimer2;
uniform float ttime;
uniform float randomize;

varying vec4 projection_position;

varying vec4 ShadowPosZ;
varying vec4 Color;
uniform sampler2D texture2d_1;
varying vec2 UVcoordinates;

varying vec4 projection_from_camera;

uniform float isSea;
uniform float isPressable;
uniform float isType2;
void main()
{
mat4 Billboard;



vec4 glVertex= gl_Vertex;
vec2 TheUV;







// Object transf

glVertex= gl_TextureMatrix[0] * glVertex;

normal = gl_NormalMatrix *  gl_Normal; 

if (isSea>0.5) { 
vec2 TheUV1=glVertex.xz*0.002*0.1+ttime*0.002;
float displacement=(tex2D (texture2d_1,TheUV1).x-0.44)*3.2;

 TheUV1=glVertex.xz*0.0005*0.9;
displacement+=(tex2D (texture2d_1,TheUV1).x-0.44)*5.2;



glVertex.y+=2.0*displacement;
glVertex.y+=1.0*sin(-ttime*2.0+glVertex.x*0.14);

if (ttime>97.7) { 

	float dist=abs(glVertex.z+7.4)*0.10;
dist*=dist;

	dist=1.5-dist;
	dist=clamp (dist,0.0,1.0);

	float moveup=(ttime-97.7)*0.27;
moveup=clamp (moveup,0.0,1.0);
moveup=sin(moveup*3.15192);
//moveup*=moveup;
moveup*=dist;
//if (glVertex.z<3.0-5*2.0+5.0)
//if (glVertex.z>-3.0-5*2.0)
glVertex.y+=moveup*7.0;
}


normal.y+=0.8*sin(-ttime*2.0+glVertex.x*0.14);
normal.x+=0.3*sin(-ttime*1.3+glVertex.z*0.14);



}


///}


// scale / vectorize normals

///	vec3 normalB=normalize (gl_Normal);
///float nx=normalB.x; float ny=normalB.y; float nz=normalB.z;
///for (int r=0;r<4;r++) { 
///if (nx>0.0) nx=nx*nx; else nx=-nx*nx;
///if (ny>0.0) ny=ny*ny; else ny=-ny*ny;
///if (nz>0.0) nz=nz*nz; else nz=-nz*nz ;
///}
///normalB=vec3 (nx,ny,nz);





projection_position=glVertex;
gl_Position =  glVertex;


// texture coordinates
UVcoordinates=gl_Position.xz*0.2;






	vec3 Tnormal=normalize (gl_Normal);
Tnormal=abs (Tnormal);
UVcoordinates=gl_Position.zx*0.11;

if ((Tnormal.x>Tnormal.y) && (Tnormal.x>Tnormal.z)) {
	{
		UVcoordinates=gl_Position.zy*0.31;
	}

	
	
	}
	if ((Tnormal.y>Tnormal.z) && (Tnormal.y>Tnormal.x)) UVcoordinates=gl_Vertex.zx*0.31;
if ((Tnormal.z>Tnormal.x) && (Tnormal.z>Tnormal.y)) UVcoordinates=gl_Vertex.xy*0.31;





	//UVcoordinates=gl_Position.xy*0.21;


///UVcoordinates = vec2(gl_MultiTexCoord0);

// discretize vertices
///{ 
//gl_Position.y=float (int (1.7*gl_Position.y))/1.7+gl_Position.y*0.001;
//gl_Position.z=float (int (1.7*gl_Position.z))/1.7+gl_Position.z*0.001;
//gl_Position.x=float (int (1.7*gl_Position.x))/1.7+gl_Position.x*0.001;
///}



// final projection
gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
projection_from_camera=gl_Position;



// instancing
///gl_Position.y+=1.0*gl_InstanceID;

// vertex instancing
///if (gl_VertexID==244) gl_Position.y+=1.0;



// Transforming The Normal To ModelView-Space

// color pass
Color=gl_Color;


ShadowPosZ= ProjectionMatrix *glVertex;
ShadowPosZ=gl_TextureMatrix[2]*glVertex;

// point size
///gl_PointSize =120.0/gl_Position.w;
}











