13 lines
349 B
GLSL
13 lines
349 B
GLSL
#version 110
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uniform 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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vec3 col = textureColor.rgb+((vec3(1.0)-textureColor.rgb-textureColor.rgb)*vec3(amount_val));
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gl_FragColor = vec4(col, textureColor.a);
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} |