2026-04-17 18:49:03 +08:00
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precision mediump float;
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2026-04-17 18:22:45 +08:00
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uniform sampler2D u_sam_tex;
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uniform vec4 u_v4_param;
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uniform float u_flt_inv_alpha;
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varying float v_flt_txcy;
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void main()
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{
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vec2 txc = vec2(0,v_flt_txcy);
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txc.x = u_v4_param.x*y*y*y+u_v4_param.y*y*y+u_v4_param.z*y+u_v4_param.w;
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gl_FragColor = texture2D(u_sam_tex, txc);
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gl_FragColor.a *= 1.0-u_flt_inv_alpha;
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}
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