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); float alpha = c.a; c.a *= u_progress; if(c.a > 0.01){ float f = step(abs(sin(coords.x*2.0 + u_time)), 0.9); c = mix(c, u_color, f * u_color.a); } c.a *= alpha; gl_FragColor = c * v_color; }