uniform float time; uniform float type; uniform sampler2D texture; void main(void) { //transparencia entre 200 y 75 float transpa = max (sin(time*5.)*200., 75.)*gl_TexCoord[0].y; // vec4 color = vec4 (246.,111.,231.,transpa)/255.; // if (blue) color = vec4(0.,153.,253.,transpa)/255.; vec4 color = vec4 (255.,255.,0.,transpa)/255.; //amarillo = 0 if (type == 1.) color = vec4(122.,202.,255.,transpa)/255.; //azul = 1 else if (type == 2.) color = vec4(255.,167.,245.,transpa)/255.; //rosa = 2 vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); gl_FragColor = pixel * color; }