#version 110 // This is sort of a pointless shader, since the same effect can be // had drawing in :multiply mode. uniform sampler2D in_Texture; uniform float in_Fade; // 1.0 => no effect, 0.0 => becomes invisible. varying vec2 var_TexCoord; void main() { gl_FragColor = texture2D(in_Texture, var_TexCoord) * in_Fade; }