uniform float vs_time;
varying vec3 N;
varying vec3 v;

void main(void)
{

   v = vec3(gl_ModelViewMatrix * gl_Vertex);       
   N = normalize(gl_NormalMatrix * gl_Normal);
   
   vec3 temp = N*sin(v.y)*10.0;

   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex + temp;


}