frag_post.glsl (387B)
1 #version 460 core 2 3 out vec4 colour; 4 5 in VS_OUT { 6 vec2 tex_coord; 7 } fs_in; 8 9 uniform sampler2D u_texslot; 10 uniform float u_param; 11 12 void main() 13 { 14 vec2 tex_coord = fs_in.tex_coord; 15 16 if (mod(tex_coord.y + u_param, 0.005) < 0.0005) { 17 vec4 tint = vec4(0.1, 0.1, 0.1, 1); 18 colour = mix(texture(u_texslot, tex_coord), tint, 0.5); 19 } else { 20 colour = texture(u_texslot, tex_coord); 21 } 22 }