vertexShader = createShader(gl, gl.VERTEX_SHADER, `
precision highp float;
attribute vec4 aPos;
void main() {
float x1 = aPos.x + 0.001; // Slowly increasing the x position
if (aPos.x > 1.0){x1 -= 2.0;} // Wrapping around
gl_Position = vec4(x1, aPos.yzw); // Setting the new position
gl_PointSize = 2.0; // And the size - set it small when dealing with large numbers of points
}
`)