// Modify the vertex position according to the bounce coefficient attribute mediump vec3 aPosition1; attribute mediump vec3 aPosition2; uniform mediump mat4 uMvpMatrix; uniform mediump vec3 uSize; uniform mediump float uBounceCoefficient; void main() { gl_Position = uMvpMatrix * vec4(mix( aPosition1, aPosition2, abs(uBounceCoefficient) )*uSize, 1.0); }