uniform float size_value;
uniform float time;

void main(void)
{
   vec3 Pos = gl_Vertex.xyz +  ( (size_value * (1.0 + (sin(time * 5.0) + 1.0)  / 15.0 ) * normal );

   gl_Position = gl_ModelViewProjectionMatrix * vec4(Pos,1.0)   ;

  
}
