## torque.vert

uniform float pulsePos;
uniform float pulseAmount;

void main()
	{
	vec4 v = gl_Vertex;
	float pulse = 1.0 + ( pulseAmount / sqrt( abs( gl_Vertex.y - pulsePos ) + 1.0 ) );
	v.x *= pulse;
	v.z *= pulse;
	gl_Position = gl_ModelViewProjectionMatrix * v;
	}

## torque.frag

void main()
	{
	gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
	}