1varying vec4 varColor;
2
3void main() {
4    float dist = ATTRIB_position.y * UNI_scaleSize;
5    float angle = ATTRIB_position.x;
6
7    float x = dist * sin(angle);
8    float y = dist * cos(angle) * 0.8;
9    float p = dist * 7.5;
10    float s = cos(p);
11    float t = sin(p);
12    vec4 pos;
13    pos.x = t*x + s*y;
14    pos.y = s*x - t*y;
15    pos.z = ATTRIB_position.z;
16    pos.w = 1.0;
17
18    pos.y = pos.y * 0.5;
19    gl_Position = UNI_MVP * pos;
20    varColor = vec4(1.0, 1.0, 1.0, 0.5);
21    float pointSize = 1.0;
22
23    gl_PointSize = pointSize;
24}