Files
2026-04-18 22:31:51 +02:00

20 lines
370 B
GLSL

varying vec2 st;
uniform float alpha;
uniform sampler2D tex;
uniform float time;
uniform vec4 color;
varying float prof;
void main()
{
vec3 texcolor = texture2D(tex, st).rgb;
float opacity = alpha < 0.9 ? 1.0 : 1.0 - 0.7 * dot(vec3(0.33,0.33,0.33), texcolor);
opacity *= exp(-0.10 * abs(prof));
gl_FragData[0] = color * vec4(texcolor * 1.6, opacity);
}