#version 150 uniform float size_value; uniform float time; uniform mat4 worldViewProjMatrix; in vec4 vertex; in vec3 normal; void main(void) { vec3 Pos = vertex.xyz + (size_value * (1.0 + (sin(time * 5.0) + 1.0) / 15.0 ) * normal); gl_Position = worldViewProjMatrix * vec4(Pos,1.0); }