varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec3 cMin, cMax; void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); vec3 cRan = cMax - cMin; vec3 col = (c.rgb - cMin) / cRan; gl_FragColor = vec4(col, c.a); }