uniform float time; uniform bool blue; uniform sampler2D texture; void main(void) { float transpa = max (sin(time*5.)*200., 75.)*gl_TexCoord[0].y; //transparencia entre 100 y 50 // vec4 color = vec4 (246.,111.,231.,transpa)/255.; // if (blue) color = vec4(0.,153.,253.,transpa)/255.; vec4 color = vec4 (255.,167.,245.,transpa)/255.; if (blue) color = vec4(122.,202.,255.,transpa)/255.; vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); gl_FragColor = pixel * color; }