uniform int time; void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(gl_Vertex.xyz,1.0); gl_TexCoord[1] = vec4(gl_Vertex.xyz,1.0); gl_TexCoord[1].w = clamp(length(gl_Vertex.xyz) / 1000.0 + 0.6,0.6,1.0); float t = float(time) * 0.0005; gl_TexCoord[2].x = gl_Vertex.x / 20.0 + sin(t) * 0.2; gl_TexCoord[2].y = 0.0; gl_TexCoord[2].z = gl_Vertex.z / 20.0 - cos(t) * 0.2; gl_TexCoord[2].w = 1.0; gl_TexCoord[3].x = gl_Vertex.x / 20.0 - sin(t) * 0.2; gl_TexCoord[3].y = 0.0; gl_TexCoord[3].z = gl_Vertex.z / 20.0 + cos(t) * 0.2; gl_TexCoord[3].w = 1.0; }