#version 110 uniform float time; uniform sampler2D tex; varying vec2 tex_coord; varying float vtx_alpha; void main() { vec4 color = texture2D(tex, tex_coord); color.a *= vtx_alpha; /* float speedMultiplier = 0.8; float spreadMultiplier = 2.0; color.r = sin(time*speedMultiplier + vtx_alpha*spreadMultiplier + 0.0)*0.5 + 0.5; color.g = sin(time*speedMultiplier + vtx_alpha*spreadMultiplier + 2.0)*0.5 + 0.5; color.b = sin(time*speedMultiplier + vtx_alpha*spreadMultiplier + 4.0)*0.5 + 0.5; */ gl_FragColor = color; }