#define _RangeCorrection	1.8
varying vec4 Clr;

uniform vec3 Center;
uniform float Life;

void main()
{	 	   		 
	vec4 v = gl_Vertex;
	Clr = gl_Color * v.w;
	v.w = 1.0;
	
	v.xy += (v.xy - Center.xy) * 3.0 * Life;
	gl_Position = gl_ModelViewProjectionMatrix * v;
	gl_Position.w *= _RangeCorrection;
}
