#version 430 core uniform float time; uniform vec4 background_color; flat in vec4 color; out vec4 out_color; in vec4 pos_local; in vec4 pos_global; void main() { // out_color = color; // out_color = color / time; // out_color = mix(color, background_color, abs(sin(time / 4.0))); //zad 7 // out_color = pos_local; // out_color = pos_global; //zad 8* vec4 final_color = color; float stripe_width = 0.04; float stripe_every = 0.1; float stripe = mod(pos_local.x + time * 0.02, stripe_every); //float stripe = mod(pos_local.x, stripe_every); //final_color.rgb *= smoothstep(0.02, 0.2, stripe); float jump_effect = step(stripe, stripe_every - stripe_width) * step(stripe_width, stripe); final_color.rgb *= jump_effect; out_color = final_color; }