frag_post.glsl (561B)
1 #version 430 core 2 3 layout(location = 0) in vec2 fragment_texture_coordinate; 4 layout(location = 1) in vec4 fragment_colour; 5 6 layout(location = 0) out vec4 colour; 7 8 layout(location = 3) uniform sampler2D u_texslot; 9 layout(location = 4) uniform float u_param; 10 11 void main() 12 { 13 vec2 texture_coord = fragment_texture_coordinate; 14 //if (mod(texture_coord.y + u_param, 0.005) < 0.0005) { 15 if (false) { 16 vec4 tint = vec4(0.1, 0.1, 0.1, 1); 17 colour = mix(texture(u_texslot, texture_coord), tint, 0.5); 18 } else { 19 colour = texture(u_texslot, texture_coord); 20 } 21 }