#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*15); perlinNoise = mix(perlinNoise,color,0.5f); vec4 tex = texture(texture1, texCoord); if (tex.a == 0.0){ FragColor = tex; } else{ FragColor = mix(tex, perlinNoise, 0.5f); FragColor.a = 1.0f; } }