gl_VertexID 2) move between point p0 at
(-1.0, 1.0, 0.0) and
p1 at (1.0, -0.3, 0.0).
mix()
to do linear interpolation in GLSL.
time uniform to animate, but remember to keep the t value of the
interpolation between 0 and 1. Try using
mod()
or
sin().
color output in the fragment shader. Have it
interpolate between two colors c0 and c1.mix functions.time: