/************************************************************* GLSL Demo - Boing vertex shader (c) 2005 Antoine Bouthors, EVASION *************************************************************/ uniform float Time; varying vec3 normal; varying vec3 lightDir; void main() { vec4 pos = gl_Vertex; pos.xyz *= 1.+.2*abs(sin( Time*10. )); vec3 lightpos = gl_LightSource[0].position.xyz; vec4 Worldpos = gl_ModelViewMatrix * pos; lightDir = lightpos - Worldpos.xyz; normal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * pos; }