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- #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;
- }
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