#version 330 uniform float rotation; in vec4 position; in vec4 color; out vec2 pos; out 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; }