27 lines
430 B
GLSL
27 lines
430 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 fragCoord;
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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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vec4 flash;
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flash = sin(flash + time * 15);
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flash = mix(flash, color, 0.5f);
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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, flash, 0.3f);
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FragColor.a = 1.0f;
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}
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}
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