To create a dynamic animation, consider adjusting the position of vertices using trigonometric functions like sin() or cos(). By updating X and Y coordinates based on a time increment, you can achieve a shifting effect.
Incorporate a similar logic into your vertex shader, where the phase variable increases over time (commonly synchronized with a clock).
glPosition.x = vertex.x + sin((phase*frequency) + vertex.y) * amplitude;
glPosition.y = vertex.y + sin((phase*frequency) + vertex.x) * amplitude;
This technique provides a foundation for your animation, but feel free to experiment with different parameters. Adjust the frequency, amplitude, and consider introducing additional factors for variation and unpredictability in your animation.