#include "shaders_common.h"

static const char *stock_vertex_xmb_ribbon_simple_legacy = GLSL(
   attribute vec3 VertexCoord;
   uniform float time;
   float iqhash( float n )
   {
     return fract(sin(n)*43758.5453);
   }

   float noise( vec3 x )
   {
     vec3 p = floor(x);
     vec3 f = fract(x);
     f = f*f*(3.0-2.0*f);
     float n = p.x + p.y*57.0 + 113.0*p.z;

     return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
     mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
     mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
     mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
   }

   void main()
   {
     vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
     vec3 v2 = v;
     v2.x = v2.x + time/2.0;
     v2.z = v.z * 3.0;
     v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;
     gl_Position = vec4(v, 1.0);
   }
);
