#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=1) in vec2 fsTex; layout(location=0) out vec4 target; uniform sampler2D mainTex; uniform float objectGlow; // 20Hz flickering. 0 = Miss, 1 = Inactive, 2 & 3 = Active alternating. uniform int hitState; void main() { float s = float(hitState); vec4 color = texture(mainTex, vec2(fsTex.x, s / 4 + fsTex.y / 4)); target.xyz = color.xyz; target.a = color.a * 0.8; // "color.a * 0.8;" = dimming hold button }