#version 330

//TODO: receive a uniform value
uniform float timeVal;

in vec2 pos;
in vec3 color;

out vec4 smoothColor;

void main()
{
	gl_Position = vec4(pos, 0, 1);
	smoothColor = vec4(color, 1);
	
	//TODO: make an animation!
	//could use the frag shader also
	smoothColor = vec4(color.r * (0.5*sin(timeVal) + 0.5),
					   color.g * (0.5*sin(timeVal*2) + 0.5),
					   color.b * (0.5*sin(timeVal*3.14159) + 0.5)
					   , 1);
}