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Feb 14th, 2016
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  1. uniform float time;
  2.  
  3. void main()
  4. {
  5. vec3 posChanged = position;
  6. posChanged.x = posChanged.x*(abs(sin(time*1.0)));
  7. posChanged.y = posChanged.y*(abs(cos(time*1.0)));
  8. posChanged.z = posChanged.z*(abs(sin(time*1.0)));
  9. gl_Position = projectionMatrix * modelViewMatrix * vec4(posChanged,1.0);
  10. }
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