1
uniform mat4 projection;
2
uniform mat4 modelview;
3
uniform vec3 lightPosition;
4
uniform vec3 logoDirection;
5
uniform float currentTime;
11
vec4 curVertex = vec4(vertex.x, vertex.y, vertex.z, 1.0);
12
gl_Position = projection * modelview * curVertex;
13
float referenceTime = 15.0;
14
vec3 lightDirection = normalize(lightPosition - vertex);
15
float c = max(dot(lightDirection, logoDirection), 0.0);
16
c = c * c * c * lightDirection.y;
17
if ((currentTime > referenceTime - 5.0) && (currentTime < referenceTime - 3.0))
19
c *= 1.0 - (currentTime - (referenceTime - 5.0)) * 0.5;
21
color = vec4(c, c, (c * 0.78125), 1.0);