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WaveGGJ17/Resources/halo.frag
2017-01-21 21:18:38 +01:00

15 lines
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500 B
GLSL

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;
}