uniform sampler2D u_texture; uniform float u_time; uniform float u_progress; uniform vec4 u_color; 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; if(c.a > 0.01){ float f = step(abs(sin(coords.y*3.0 + u_time)), 0.9); c.a *= f; //c.rgb = mix(c.rgb, u_color.rgb, f * u_color.a); } // c.a *= (1.0-coords.y); gl_FragColor = c * v_color; }