27 lines
482 B
GLSL
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);
|
|
}
|
|
}
|