#version 100 // Input vertex attributes attribute vec3 vertexPosition; // Input uniform values uniform mat4 mvp; uniform float currentTime; // NOTE: Add here your custom variables void main() { // Unpack data from vertexPosition vec2 pos = vertexPosition.xy; float period = vertexPosition.z; // Calculate final vertex position (jiggle it around a bit horizontally) pos += vec2(100.0, 0.0) * sin(period * currentTime); gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0); // Calculate the screen space size of this particle (also vary it over time) gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime)); }