#version 150 uniform mat4 viewProjectionMatrix; uniform vec2 skew; in vec3 aPosition; in vec3 aColor; out vec3 Color; const float end = 0.8; void main () { Color = aColor; vec3 position = aPosition + vec3(-sin(skew.y)*end, 0.0, sin(skew.x)*end); gl_Position = viewProjectionMatrix * vec4(position, 1.0); }