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WaveGGJ17/Resources/halo.frag
2017-01-21 19:40:11 +01:00

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335 B
GLSL

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;
}