precision mediump float; attribute vec4 a_position; uniform mat4 u_projectionMtx; uniform mat4 u_modelViewMtx; uniform float u_clock; void main() { float v = u_clock / 4096.0; gl_Position = u_projectionMtx * u_modelViewMtx * a_position * vec4(1.0, mix(1.0, v, step(0.0, a_position.y)), 1.0, 1.0); }