22 lines
420 B
GLSL
22 lines
420 B
GLSL
#version 410
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out vec4 FragColor;
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in vec4 color;
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in vec2 fragCoord;
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in vec2 texCoord;
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uniform sampler2D texture1;
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uniform float time;
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void main()
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{ // Pas fini c'est moche
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vec4 colorPoweredUp = abs(vec4(color.xyz * sin(fragCoord.y + time*20), 1.0));
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vec4 tex = texture(texture1, texCoord);
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if (tex.a == 0.0){
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FragColor = tex;
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} else{
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FragColor = mix(tex, colorPoweredUp, 0.5);
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}
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}
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