[VERTEX SHADER]

uniform float univar;


varying vec4 vColor;
varying vec4 vVertex;
varying vec4 vTexCoord;

void main(void)
    {
       vTexCoord = gl_MultiTexCoord0;
       float mm = univar;
       vColor = gl_Color; 
       vVertex = gl_Vertex; 
       vec4 a = gl_Vertex; 
       //a.x = a.x * (mm+0.1); // *(univar+0.1); 
       a.y = a.y * 1.2; 
       gl_Position = gl_ModelViewProjectionMatrix * a; 
    }

[END VERTEX SHADER]


[FRAGMENT SHADER]


uniform float univar;
uniform sampler2D myTexture;

varying vec4 vColor;
varying vec4 vVertex;
varying vec2 vTexCoord;

    void main (void) 
    {
      //gl_FragColor = vec4(1.0, 1.0, 0.0, .4); 
      //gl_FragColor = vColor*.5; 
      //gl_FragColor = vColor*vec4(1,1,vVertex.y+.2,vVertex.y+.2); 
      //gl_FragColor = vColor*.2 +vec4(-vVertex.y+.2, -vVertex.y+.5, vVertex.y+.2, .5);
      //gl_FragColor = vColor*.2 +vec4(vVertex.x*.1+.1, -vVertex.y+.5, vVertex.y+.2, vVertex.y+0.1);

      gl_FragColor = vColor*.2 +vec4(vVertex.x*.1+.1, -vVertex.y+.5, vVertex.y+.2, vVertex.y+0.1)
      * univar * 6 * texture2D(myTexture, vTexCoord).bgra;
    }
 
[END FRAGMENT SHADER]
