uniform sampler2D u_texture; uniform float u_time; uniform float u_progress; uniform vec2 u_uv; uniform vec2 u_uv2; uniform vec2 u_texsize; varying vec4 v_color; varying vec2 v_texCoords; void main(){ vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv); vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); vec4 c = texture2D(u_texture, v_texCoords); c.a *= u_progress; c.a *= step(abs(sin(coords.y*3.0 + u_time)), 0.9); gl_FragColor = c * v_color; }