VERTEX
uniform float scale;
uniform float time;
void main()
{
	vec4 p = gl_ModelViewProjectionMatrix  * gl_Vertex;
	vec4 p2 =  gl_Vertex ;
	float s = 1.5 * scale ;
	vec3 n = normalize(gl_Normal) * s;
	p2.xyz += n  * p.w*0.0015;
	gl_Position = gl_ModelViewProjectionMatrix  * p2;

}
PIXEL

uniform vec4 basecolor;
void main()
{

	gl_FragColor  = basecolor;
	//gl_FragColor.a = 1;
	
}
