		// la version 3.3 de GLSL
#version 330

	

layout (location = 0) in vec3 Position; 
layout (location = 1) in vec3 couleur;
out vec3 couleur2;

// Uniform
uniform mat4 Projection;
uniform mat4 Model;
uniform mat4 MVP;
uniform mat4 View;

uniform float temps2;

void main()
{
	couleur2 = couleur;
	 // Position finale du vertex en 3D
    ///gl_Position = MVP * vec4(Position, 1.0);
	
	
	vec3 v = Position;
	v.y = sin(5.0*v.x+temps2)*0.5;
	gl_Position = MVP * vec4(v,1);

	
}