varying vec4 ViewPos;
varying vec3 normal;

uniform float Timer;

const float Scale = 0.02;
void main()
{
  // timer!
  float offset = ( gl_Vertex.x * 0.5 + .35 ) * Scale * (Timer-0.5);
  gl_Vertex.y += offset;

  // position
  ViewPos = gl_ModelViewMatrix * gl_Vertex;

  // normal
  normal = normalize(gl_NormalMatrix * gl_Normal);
    
  // set texture coords
  gl_TexCoord[0] = gl_MultiTexCoord0; // Color Map and normal map share coords
  
  // transform position
  gl_Position = ftransform();
  

  // save pos
  //ViewPos = gl_Position;
}