|
|
@ -9,13 +9,13 @@ uniform bool is_shape; |
|
|
|
void main() { |
|
|
|
void main() { |
|
|
|
if(is_shape) { |
|
|
|
if(is_shape) { |
|
|
|
float tick = (u_time_end - u_time) / u_duration; |
|
|
|
float tick = (u_time_end - u_time) / u_duration; |
|
|
|
float blink = smoothstep(1.0, 0.5, tick); |
|
|
|
float blink = mix(0.5, 1.0, tick); |
|
|
|
vec4 color = vec4(blink, blink, blink, 1.0); |
|
|
|
vec4 color = vec4(blink, blink, blink, 1.0); |
|
|
|
gl_FragColor = gl_Color * color; |
|
|
|
gl_FragColor = gl_Color * color; |
|
|
|
} else { |
|
|
|
} else { |
|
|
|
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); |
|
|
|
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); |
|
|
|
float tick = (u_time_end - u_time) / u_duration; |
|
|
|
float tick = (u_time_end - u_time) / u_duration; |
|
|
|
float blink = smoothstep(1.0, 0.5, tick); |
|
|
|
float blink = mix(0.5, 1.0, tick); |
|
|
|
vec4 color = vec4(blink, blink, blink, 1.0); |
|
|
|
vec4 color = vec4(blink, blink, blink, 1.0); |
|
|
|
gl_FragColor = gl_Color * color * pixel; |
|
|
|
gl_FragColor = gl_Color * color * pixel; |
|
|
|
} |
|
|
|
} |
|
|
|