// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D map; uniform float vMin; uniform float vMax; float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { float b = bright(texture2D( map, v_vTexcoord )); if(b > vMin && b <= vMax) gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); else gl_FragColor = vec4(0.); }