uniform sampler2D tex; uniform int mode; uniform float progress; void main() { vec2 tc = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); switch (mode) { // case 0: { // vec4 texel = texture(tex, tc); // texel.a = 1.0; // texel.r = (texel.r + progress) / 2.0; // frag_color = texel; // } break; default: { vec4 texel = texture(tex, tc); texel.a = 1.0; frag_color = texel; } break; } }