VERTEX
uniform float scale;
uniform float time;
void main()
{
	vec4 p = gl_ModelViewProjectionMatrix  * gl_Vertex;
	vec4 p2 =  gl_Vertex ;
	float s = 1.5 * scale ;
// * (1 + 0.5*sin((gl_Vertex.x+ time)*5 + gl_Vertex.y*8) * sin(gl_Vertex.y*6.4 + gl_Vertex.y*3 + time *20));
	vec3 n = normalize(gl_Normal) * s;
	p2.xyz += n  * p.w*0.0015;
	gl_Position = gl_ModelViewProjectionMatrix  * p2;

}
PIXEL

uniform vec4 basecolor;
uniform vec4 alphaCol;
void main()
{

	float l2 = basecolor.a;
	gl_FragColor =  basecolor * alphaCol * (l2) + basecolor *(1.0-l2);

	//gl_FragColor.a = 1;
	
}
