16 lines
465 B
GLSL
16 lines
465 B
GLSL
#version 110
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uniform mediump float amount;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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void main(void) {
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vec4 textureColor = texture2D(myTexture, vTexCoord);
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float amount_val = amount * 0.01;
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gl_FragColor = vec4(
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textureColor.r+((1.0-textureColor.r-textureColor.r)*amount_val),
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textureColor.g+((1.0-textureColor.g-textureColor.g)*amount_val),
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textureColor.b+((1.0-textureColor.b-textureColor.b)*amount_val),
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textureColor.a
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);
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} |