ExperimentalGear/shaders/track.fs

26 lines
464 B
GLSL

#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 vec4 lCol;
uniform vec4 rCol;
uniform float hidden;
void main()
{
vec4 mainColor = texture(mainTex, fsTex.xy);
vec4 col = mainColor;
if(fsTex.y > hidden * 1.0)
{
}
else
{
col.xyz = vec3(0.);
col.a = col.a > 0.0 ? 0.3 : 0.0;
}
target = col;
}