#version 150
in vec3 Position;in vec4 Color;in vec2 UV0;in ivec2 UV2;uniform sampler2D Sampler0, Sampler2;uniform mat4 ModelViewMat;uniform mat4 ProjMat;uniform float GameTime;out float vertexDistance;flat out vec4 vertexColor;out vec2 texCoord0;void main(){vec4 vertex=vec4(Position, 1.0);if(Color.xyz==vec3(255., 85., 85.)/ 255.){(gl_Position=ProjMat*ModelViewMat*vertex);if(Position.z==0. && gl_VertexID <= 6 && gl_Position.x>0.95)vertexColor=vec4(0);else(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));}else if(Color.xyz==vec3(255., 255., 254.)/ 255.){(gl_Position=ProjMat*ModelViewMat*vertex);(vertexColor=((.6+.6*cos(6.*(gl_Position.x+GameTime*1000.)+vec4(0, 23, 21, 1)))+vec4(0., 0., 0., 1.))*texelFetch(Sampler2, UV2 / 16, 0));}else if(Color.xyz==vec3(255., 255., 253.)/ 255.){(gl_Position=ProjMat*ModelViewMat*vertex);(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));(gl_Position.y=gl_Position.y+sin(GameTime*12000.+(gl_Position.x*6))/ 150.);}else if(Color.xyz==vec3(255., 255., 252.)/ 255.){(gl_Position=ProjMat*ModelViewMat*vertex);(vertexColor=((.6+.6*cos(6.*(gl_Position.x+GameTime*1000.)+vec4(0, 23, 21, 1)))+vec4(0., 0., 0., 1.))*texelFetch(Sampler2, UV2 / 16, 0));(gl_Position.y=gl_Position.y+sin(GameTime*12000.+(gl_Position.x*6))/ 150.);}else if(Color.xyz==vec3(255., 255., 251.)/ 255.){(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));float vertexId=mod(gl_VertexID, 4.0);if(vertex.z <= 0.){if(vertexId==3.||vertexId==0.)vertex.y+=cos(GameTime*12000. / 4)*0.1;vertex.y+=max(cos(GameTime*12000. / 4)*0.1, 0.);}else{if(vertexId==3.||vertexId==0.)vertex.y-=cos(GameTime*12000. / 4)*3;vertex.y-=max(cos(GameTime*12000. / 4)*4, 0.);}(gl_Position=ProjMat*ModelViewMat*vertex);}else if(Color.xyz==vec3(255., 254., 254.)/ 255.){float vertexId=mod(gl_VertexID, 4.0);if(vertex.z <= 0.){if(vertexId==3.||vertexId==0.)vertex.y+=cos(GameTime*12000. / 4)*0.1;vertex.y+=max(cos(GameTime*12000. / 4)*0.1, 0.);}else{if(vertexId==3.||vertexId==0.)vertex.y-=cos(GameTime*12000. / 4)*3;vertex.y-=max(cos(GameTime*12000. / 4)*4, 0.);}(vertexColor=((.6+.6*cos(6.*(gl_Position.x+GameTime*1000.)+vec4(0, 23, 21, 1)))+vec4(0., 0., 0., 1.))*texelFetch(Sampler2, UV2 / 16, 0));(gl_Position=ProjMat*ModelViewMat*vertex);}else{(gl_Position=ProjMat*ModelViewMat*vertex);(vertexColor=Color*texelFetch(Sampler2, UV2 / 16, 0));}vertexDistance=length((ModelViewMat*vertex).xyz);texCoord0=UV0;}