#version 100 precision mediump int; precision mediump float; uniform float alpha_value; uniform float time; void main(void) { vec4 color; color.x = 1.0; color.y = 1.0; color.z = 0.0; color.w = alpha_value * ((sin(time * 5.0) + 1.0) / 2.0); gl_FragColor = color; }