#version 330 core
in vec2 position;
in vec2 texcoord;
in vec4 color;
in float shakiness;
out vec2 f_texcoord;
out vec4 f_color;
uniform mat4 proj_mat;
uniform float time;
void main() {
float x_shake = sin(time * sqrt(shakiness) * 50) * 0.02 * shakiness / 10;
float y_shake = sin(time * sqrt(shakiness) * 40) * 0.03 * shakiness / 10;
gl_Position = proj_mat * vec4(position + vec2(x_shake, y_shake), 0, 1);
f_texcoord = texcoord;
f_color = color;
}