varying vec4 varColor; | |
void main() { | |
float dist = ATTRIB_position.y * UNI_scaleSize; | |
float angle = ATTRIB_position.x; | |
float x = dist * sin(angle); | |
float y = dist * cos(angle) * 0.8; | |
float p = dist * 7.5; | |
float s = cos(p); | |
float t = sin(p); | |
vec4 pos; | |
pos.x = t*x + s*y; | |
pos.y = s*x - t*y; | |
pos.z = ATTRIB_position.z; | |
pos.w = 1.0; | |
pos.y = pos.y * 0.5; | |
gl_Position = UNI_MVP * pos; | |
varColor = vec4(1.0, 1.0, 1.0, 0.5); | |
float pointSize = 1.0; | |
gl_PointSize = pointSize; | |
} |