attribute vec4 position; attribute vec4 color; varying lowp vec4 colorVarying; uniform mat4 modelViewProjectionMatrix; uniform mat3 normalMatrix; uniform float time; void main( void ) { gl_Position = modelViewProjectionMatrix * position; if(sin(time / 8.0) < 0.0) gl_Position.y -= gl_Position.x*gl_Position.x*gl_Position.z*sin(time)*0.02; else gl_Position.y -= gl_Position.x*gl_Position.z*sin(time)*0.05; colorVarying = color; }