attribute vec2 a_position;
attribute vec2 a_texCoord;

uniform vec2 u_scaleCenter;
uniform vec2 u_scaleEnvelope;

uniform vec2 u_uvPosRay;
uniform vec2 u_uvPosEnvelope;
uniform float u_timeCenter;
uniform float u_timeEnvelope;

varying vec2 v_animatedCenter;
varying vec2 v_animatedEnvelope;
void main()
{
    gl_Position = CC_MVPMatrix * vec4(a_position.x, a_position.y, 0.0, 1.0);

    v_animatedEnvelope = a_texCoord * u_scaleEnvelope + u_uvPosEnvelope ;
    v_animatedCenter = a_texCoord * u_scaleCenter + u_uvPosRay;
    
    v_animatedCenter.x += u_timeCenter;
    v_animatedEnvelope.x += u_timeEnvelope;

}
