#version 100 uniform float rotation; attribute vec4 position; attribute vec4 color; varying vec2 pos; varying vec2 start; void main(){ pos = position.xy; pos.x -= 0.5; start = sqrt(1.0 + 0.01 * rotation) * 0.3 * sin(vec2(0.1, 0.1337) * rotation); gl_Position = position; }