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#version 440
QC_INCLUDE "customfrag.glsl"
void main()
{
float a = 0.3 * sin(0.025 * fragCoord.x + 0.8 * iTime);
vec4 color1 = vec4(1.0, 0.6 + a, 0.0, 1.0);
vec4 color2 = data1;
float a1 = 0.2 + 0.2 * sin(0.1 * fragCoord.y + 0.01 * fragCoord.x - 2.5 * iTime);
float fontAlpha = sdfFontAlphaRaw();
vec4 f1 = color1 * smoothstep(a1, fontAlphaMin + a1, fontAlpha);
vec4 f2 = color2 * smoothstep(fontAlphaMin, fontAlphaMax, fontAlpha);
fragColor = mix(f1, f2, f2.a) * globalAlpha;
applyColorEffects(fragColor);
}