2021-05-27 00:14:28 +02:00

22 lines
420 B
GLSL

#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);
}
}