#version 300 es precision highp float; in vec2 vertex_texcoord; out vec4 frag_color; uniform vec2 resolution; uniform float time; uniform float bpm; uniform vec2 cursor; uniform float chat_time; uniform float chat_biblicality; vec4 shade(vec2); void main() { vec2 inverted = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); frag_color = shade(inverted); frag_color.a = clamp(frag_color.a * 0.5, 0.0, 0.5); } // "The Cutoff"