VARYING vec2 uv;

void MAIN()
{
    vec3 pos = (vec4(VERTEX,1.0) * MODEL_MATRIX).xyz;
    pos.y -= hillPos * COLOR.g;
    pos.y += hillPos + 1;
    pos.y -= 24;
    pos.z += 500;
    pos.z += move;
    uv = UV0;
    POSITION = VIEWPROJECTION_MATRIX * vec4(pos.x + (pos.z * (bend * pos.z)),
                                            pos.y + (pos.z * (hill * pos.z)),
                                            pos.z + 250, 1.0);
}

