#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float time;
uniform float animationSpeed;
out vec3 vertexColor;
void main() {
vec3 animatedPos = aPos;
// Simple animation: wave effect
animatedPos.y += sin(time * animationSpeed + aPos.x * 2.0) * 0.1;
gl_Position = projection * view * model * vec4(animatedPos, 1.0);
vertexColor = aColor;
}