2021-05-26 17:23:13 +02:00

19 lines
290 B
GLSL

#version 410 core
out vec4 FragColor;
in vec4 color;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0){
FragColor = tex;
} else{
FragColor = mix(tex, color, 0.5);
}
}