blob: 74571c68c29d1b2e6df35184bda657b2dfe3e145 [file] [log] [blame]
uniform mat4 projection;
uniform mat4 modelview;
uniform vec3 lightPosition;
uniform vec3 logoDirection;
uniform float currentTime;
attribute vec3 vertex;
varying vec4 color;
void main()
{
vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
gl_Position = projection * modelview * curVertex;
float referenceTime = 15.0;
vec3 lightDirection = normalize(lightPosition - vertex);
float c = max(dot(lightDirection, logoDirection), 0.0);
c = c * c * c * lightDirection.y;
if ((currentTime > referenceTime - 5.0) && (currentTime < referenceTime - 3.0))
{
c *= 1.0 - (currentTime - (referenceTime - 5.0)) * 0.5;
}
color = vec4(c, c, (c * 0.78125), 1.0);
}