23 lines
493 B
GLSL
23 lines
493 B
GLSL
#version 330
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#extension GL_ARB_separate_shader_objects : enable
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layout(location=1) in vec2 fsTex;
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layout(location=0) out vec4 target;
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uniform float time;
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uniform float rate;
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uniform sampler2D mainTex;
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uniform sampler2D maskTex;
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uniform vec4 barColor;
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void main()
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{
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vec4 tex = texture(mainTex, fsTex);
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float mask = texture(maskTex, fsTex).x;
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mask = rate - mask;
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mask *= 100;
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mask = clamp(mask, 0.0, 1.0);
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target.rgb = tex.rgb * barColor.rgb;
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target.a = tex.a * mask;
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} |