// fragment shader #version 330 in vec2 fragTexCoord; uniform sampler2D texture0; out vec4 finalColor; uniform float ext_alpha; void main() { vec4 texColor = texture(texture0, fragTexCoord); vec3 last_color = vec3(1.0, 253.0/255.0, (186.0*0.80)/255.0); // Use luminance as alpha (0.0 = transparent, 1.0 = opaque) float alpha = ((texColor.r + texColor.g + texColor.b)/3)*0.70; finalColor = vec4(last_color, alpha * ext_alpha); }