#include "uniforms.glsl"
#include "utils.glsl"
#line 3

#ifdef VERT_SHADER
#include "geometry_vertex_io.glsl"

void process() 
{
	vec4 pos = (modelMatrix)*in_Position;
	pos.x += (pos.y * pos.y * (sin((0.125 * p_beat + 0.75) * 2.0 * 3.1415)) ) * 0.1;

	ex_Position = viewMatrix*pos;
	gl_Position = (projectionMatrix*viewMatrix)*pos; 
}

#define PROCESSING_FUNCTION process
#include "geometry_base_vertex.glsl"

#endif


#ifdef FRAG_SHADER
#include "geometry_base_fragment_io.glsl"
#include "geometry_base_fragment_main.glsl"
#endif