#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 bool hasSample; void main() { vec4 mainColor = texture(mainTex, fsTex.xy); if(hasSample) { float addition = abs(0.5 - fsTex.x) * - 1.; addition += 0.3; addition = max(addition,0.); addition *= 1.2; mainColor.xyz += addition; } target = mainColor; }