21 lines
418 B
GLSL
21 lines
418 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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// Passed in from the vertex shader.
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varying vec2 v_texCoord;
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uniform float u_step_interval;
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uniform float u_time;
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uniform vec3 u_color;
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uniform vec3 u_color_next;
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// The texture.
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uniform sampler2D u_texture;
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void main() {
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float alpha = texture2D(u_texture, v_texCoord).a;
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vec3 color = mix(u_color, u_color_next, u_time);
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gl_FragColor = vec4(color, alpha);
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}
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