// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D texture; uniform vec2 dimension; void main() { for(float i = 0.; i < dimension.y; i++) for(float j = 0.; j < dimension.x; j++) { vec4 col = texture2D( texture, vec2(j, i) / dimension ); if(col == v_vColour) { gl_FragColor = vec4(j / dimension.x, i / dimension.y, 0., 1. ); break; } } }