// uniform float uTick;
// uniform float uSlideTotal;
// uniform float uSlideIdx;
// uniform float uActiveSlideIdx;
// uniform float uDist;

varying vec2 vUv;

void main() {
  vec3 pos = position;

  // float scaleDown = 0.2;
  // float activeSlideIdx = mod(uActiveSlideIdx, uSlideTotal);
  // float dist = abs(activeSlideIdx - uSlideIdx);
  // float deepest = uSlideTotal / 2.;
  // float distProgress = abs(dist - deepest) / deepest;
  // float scaleProgress = clamp((distProgress - uDist) * 5., 0., 1.);
  // float scaleProgress = clamp((1. - abs(activeSlideIdx - uSlideIdx) * uDist), .0, 1.);
  // vScaleProgress = scaleProgress;
  // pos.xy *= (0.9 + scaleDown * scaleProgress);

  vUv = uv;

  // メッシュ自体を上下に揺らす.Shake the mesh itself up and down.
  // pos.y += cos(uTick * 0.03) * 7.;

  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.);

  // vPosition = position;
}
