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2021-05-27 19:02:46 +02:00
#version 410
// Source = https://www.shadertoy.com/view/MlsXDr
out vec4 FragColor;
in vec4 color;
in vec2 fragCoord;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{ // Pas fini c'est moche
vec4 perlinNoise;
vec2 fragCoordTemp = fragCoord;
fragCoordTemp = 8. * fragCoordTemp / fragCoordTemp.y-vec2(7,4);
perlinNoise = sin(perlinNoise + time);
perlinNoise = mix(perlinNoise,color,0.5f);
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0){
FragColor = tex;
} else{
FragColor = mix(tex, perlinNoise, 0.5);
FragColor.a = 1.0f;
}
}