vec2 wobble = ( texture2D(texture5,vec2(texcoord.x/32.0 + AppTime / 50000.0,texcoord.y/32.0)).xy-0.5 ) * 0.1;
float waterheight;
vec3 normal;
vec4 bumpcolor;
bumpcolor = texture2D(texture1,vec2(texcoord.y/wavesize, texcoord.x/wavesize + AppTime / 50000.0));
bumpcolor += texture2D(texture1,vec2(texcoord.y/wavesize+0.5, texcoord.x/wavesize - AppTime / 50000.0));
bumpcolor += texture2D(texture1,vec2(texcoord.y/wavesize/4.0, texcoord.x/wavesize/4.0 + AppTime / 50000.0 / 2.0 ));
bumpcolor += texture2D(texture1,vec2(texcoord.y/wavesize/4.0+0.5, texcoord.x/wavesize/4.0 - AppTime / 50000.0 / 2.0 ));