 uniform mat4 proj;
 uniform sampler2D image;
 uniform float highlight;
+uniform float wobble;
 
 in vec3 normal;
 in vec3 normalW;

layout(location=1) out vec3 out_normal;
layout(location=2) out vec3 out_position;

vec3 blackAndWhite(vec3 color){
//    float light = dot(color,vec3(1))/3.0f;
    float light = dot(color,vec3(0.21f,0.72f,0.07f));
    return vec3(light);
}

void main() {

     vec3 diffColor = texture(image, texCoord).rgb;

    out_color =  highlight*diffColor + (1.0f-highlight) * blackAndWhite(diffColor);
    out_normal = normalize(normal)*0.5f+0.5f;
    out_position = vertexMV;
}

out vec3 vertexMV;
out vec3 vertex;
out vec2 texCoord;
uniform float wobble;

void main() {
//    gl_Position = vec4( in_position, 1 );
