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- #version 330 core
- layout(location = 0) in vec3 a_position;
- layout(location = 1) in vec3 a_normal;
- layout(location = 2) in vec2 a_texCoord;
- uniform mat4 u_mvp;
- uniform float u_time;
- out float v_distFromCenter;
- void main() {
- vec3 pos = a_position;
- float pulse = 1.0 + 0.03 * sin(u_time * 3.0);
- pos *= pulse;
- v_distFromCenter = length(a_position.xy);
- gl_Position = u_mvp * vec4(pos, 1.0);
- }
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