uniform float angle; uniform float amplitude; varying vec4 coord; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 vertexPosition = ftransform(); //gl_ModelViewMatrix * gl_Vertex; vertexPosition += vec4(1,1,0,0) * amplitude * gl_Color.r * sin(angle); gl_Position = vertexPosition; gl_FrontColor = vec4(1,1,1,1); gl_BackColor = vec4(1,1,1,1); coord = vertexPosition; }