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