#version 410 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 colorPoweredUp = abs(vec4(color.xyz * sin(fragCoord.y + time*20), 1.0)); vec4 tex = texture(texture1, texCoord); if (tex.a == 0.0){ FragColor = tex; } else{ FragColor = mix(tex, colorPoweredUp, 0.5); } }