 varying vec3 eyeVec;
 varying vec3 lightDir;
 
-varying float flickering = 0.0;
+varying float flickering;
 
 uniform float time;
 uniform float wavingCoordinates[32];


	float distance = length(vertexWorldPos);

	#ifdef FLICKERING_LIGHT
	flickering = (sin(timeToTick(time, 1.0) + 1.0) / 32.0);
	#endif

    #ifdef ANIMATED_WATER_AND_GRASS
    vec3 vertexChunkPos = vertexWorldPosRaw.xyz + chunkOffset.xyz;

    if (distance < 64.0) {

    } else if (gl_TexCoord[0].x >= lavaCoordinate.x && gl_TexCoord[0].x < lavaCoordinate.x + TEXTURE_OFFSET && gl_TexCoord[0].y >= lavaCoordinate.y && gl_TexCoord[0].y < lavaCoordinate.y + TEXTURE_OFFSET) {
        vertexWorldPos.y += sin(timeToTick(time, 0.5) + vertexChunkPos.x + vertexChunkPos.z) * 0.1;
    }
#endif

    gl_Position = gl_ProjectionMatrix * vertexWorldPos;
}
