varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; // This is where actual shader code begins void main() { vec4 objPos = ATTRIB_position; vec3 oldPos = objPos.xyz; objPos.xyz += 0.1*sin(objPos.xyz*2.0 + UNI_time); objPos.xyz += 0.05*sin(objPos.xyz*4.0 + UNI_time*0.5); objPos.xyz += 0.02*sin(objPos.xyz*7.0 + UNI_time*0.75); vec4 worldPos = UNI_model * objPos; gl_Position = UNI_proj * worldPos; mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); vec3 worldNorm = model3 * (ATTRIB_normal + oldPos - objPos.xyz); varWorldPos = worldPos.xyz; varWorldNormal = worldNorm; varTex0 = ATTRIB_texture0; }