// // opacity.glsl // // Changes the opacity of textures. // The uniform variable 'opacity' sets the opacity. // Setting this to the value 0 results in an invisible texture. // #if defined(VERTEX) // Vertex section of code: uniform mat4 MVPMatrix; varying vec2 vTexCoord; void main(void) { vTexCoord = gl_MultiTexCoord0.xy; gl_Position = MVPMatrix * gl_Vertex; } #elif defined(FRAGMENT) // Fragment section of code: uniform float opacity = 1.0; uniform sampler2D myTexture; varying vec2 vTexCoord; void main() { vec4 color = texture2D(myTexture, vTexCoord); gl_FragColor = vec4(color.rgb, color.a * opacity); } #endif