Pixel-Composer/shaders/sh_threshold/sh_threshold.fsh

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2023-01-01 02:06:02 +01:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int mode;
uniform float thr;
void main() {
vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
if(mode == 0) {
float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
if(bright > thr)
col.rgb = vec3(1.);
else
col.rgb = vec3(0.);
} else {
col.a = col.a > thr? 1. : 0.;
}
gl_FragColor = col;
}