attribute vec2 aPos; varying vec2 vPos; varying vec2 vEiw; uniform vec2 uK; uniform float uTime; const float speed = 1./1000.; void main(void) { gl_Position = vec4(aPos, 0.0, 1.0); float omega = length(uK) * speed; float phase = mod(omega * uTime, 4.*asin(1.)); vEiw = vec2(cos(phase), sin(phase)); vPos = aPos; }