uniform float uTime;
uniform vec3 uCam;
uniform vec2 uInvRes;
+uniform vec4 uColour;
in vec3 aNorm;
in vec2 aUv;
void main()
{
vec2 ssuv = gl_FragCoord.xy;
- float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);
+ float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);
vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
float dither = fract( vDither.g / 71.0 ) - 0.5;
if( opacity+dither<0.5 )
discard;
- FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );
+ FragColor = uColour;
}