--- /dev/null
+#include "vertex_standard.glsl"
+
+uniform mat4 uPv;
+uniform mat4x3 uMdl;
+
+uniform vec3 uInfo;
+
+out vec4 aColour;
+out vec2 aUv;
+out vec3 aNorm;
+out vec3 aCo;
+out vec3 aWorldCo;
+
+void main()
+{
+ float w = a_colour.g + fract(uInfo.z+0.5)-0.75;
+ float c = -cos(w*0.2);
+ float s = -sin(w*0.2);
+ float r = 0.2;
+
+ float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) *(3.14159265*0.5);
+ float c1 = cos(w1);
+ float s1 = sin(w1);
+
+ float yoff = step(0.01,fract(uInfo.z))*-0.5;
+
+ mat4x3 mlocal;
+ mlocal[0] = vec3(c1, s1,0.0);
+ mlocal[1] = vec3(-s1,c1,0.0);
+ mlocal[2] = vec3(0.0,0.0,1.0);
+ mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);
+
+ vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);
+ gl_Position = uPv * vec4( world_pos, 1.0 );
+ aColour = a_colour;
+ aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );
+ aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;
+ aCo = a_co;
+ aWorldCo = world_pos;
+}