blob: 38a31268a3dffe06bb302e9d6b8a7ac93526e6d2 [file] [log] [blame]
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);
}