<commit_before>var CustomShader = function (game) {
	
};

var vertexCode = [
        "precision highp float;",
		"#XBaseParams",
		"varying lowp vec4 vColor;",
        "varying highp vec2 uv;",
        "varying highp float iTime;",
        "uniform float time;",

		"void main(void) {",
		  "gl_Position = pMatrix * mvMatrix * vec4(aVertexPosition, 1.0);",
		  "uv = vUv;",
		  "vColor = aVertexColor;",
          "iTime = time;",
		"}"
	];
var fragmentCode = [
		/*
 * "Seascape" by <NAME> aka TDM - 2014
 * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
 * Contact: <EMAIL>
 */
        "precision highp float;",
        "varying highp vec2 uv;",<commit_msg>Added url of water shader<commit_after>var CustomShader = function (game) {
	
};

var vertexCode = [
        "precision highp float;",
		"#XBaseParams",
		"varying lowp vec4 vColor;",
        "varying highp vec2 uv;",
        "varying highp float iTime;",
        "uniform float time;",

		"void main(void) {",
		  "gl_Position = pMatrix * mvMatrix * vec4(aVertexPosition, 1.0);",
		  "uv = vUv;",
		  "vColor = aVertexColor;",
          "iTime = time;",
		"}"
	];
var fragmentCode = [
		/*
 * "Seascape" by <NAME> aka TDM - 2014
 * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
 * Contact: <EMAIL>
 * https://www.shadertoy.com/view/Ms2SD1
 */
        "precision highp float;",
        "varying highp vec2 uv;",
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