ludum_dare_46/res/shaders/s2e/frag.gls

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#version 330 core
uniform sampler2D sampler;
uniform vec3 iColor;
uniform float time;
in vec2 texCoords;
out vec4 color;
void main() {
vec4 sample = texture(sampler, texCoords);
float x = sample.r + time;
color = vec4(iColor * mod(floor(x), 2) * (-x + 2), sample.a);
if (color.a == 0) {
discard;
}
}