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- uniform float time;
- void main()
- {
- vec3 posChanged = position;
- posChanged.x = posChanged.x*(abs(sin(time*1.0)));
- posChanged.y = posChanged.y*(abs(cos(time*1.0)));
- posChanged.z = posChanged.z*(abs(sin(time*1.0)));
- gl_Position = projectionMatrix * modelViewMatrix * vec4(posChanged,1.0);
- }
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