2021-06-16 13:48:52 +02:00

27 lines
482 B
GLSL

#version 410 core
out vec4 FragColor;
in vec4 color;
in vec2 fragCoord;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main(){
vec4 flash;
flash = sin(flash + time * 15);
flash = mix(flash, color, 0.5f);
flash.a = 1f;
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0 || (flash.x+ flash.y + flash.z)/3 <= (tex.x+ tex.y + tex.z)/3){
FragColor = tex;
} else{
FragColor = mix(tex, flash, 0.3f);
}
}