extern vec2 mouse_screen_pos;
extern float hovering;
extern float screen_scale;

#ifdef VERTEX
vec4 position( mat4 transform_projection, vec4 vertex_position )
{
    if (hovering <= 0.){
        return transform_projection * vertex_position;
    }
    float mid_dist = length(vertex_position.xy - 0.5*love_ScreenSize.xy)/length(love_ScreenSize.xy);
    vec2 mouse_offset = (vertex_position.xy - mouse_screen_pos.xy)/screen_scale;
    float scale = 0.2*(-0.03 - 0.3*max(0., 0.3-mid_dist))
                *hovering*(length(mouse_offset)*length(mouse_offset))/(2. -mid_dist);

    return transform_projection * vertex_position + vec4(0,0,0,scale);
}
#endif