uniform mat4 projection; | |
uniform mat4 modelview; | |
uniform float currentTime; | |
attribute vec2 vertex; | |
varying vec4 color; | |
void main() | |
{ | |
vec4 curVertex = vec4(vertex.x, vertex.y, 0.0, 1.0); | |
gl_Position = projection * modelview * curVertex; | |
float referenceTime = 15.0; | |
float c = 0.0; | |
if (currentTime > referenceTime * 1.0 - 5.0) | |
{ | |
c = (currentTime - (referenceTime * 1.0 - 5.0)) / 2.0; | |
} | |
color = vec4(c, c, c, 1.0); | |
} |