19 lines
290 B
GLSL
19 lines
290 B
GLSL
#version 410 core
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out vec4 FragColor;
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in vec4 color;
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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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{
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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, color, 0.5);
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}
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} |