// // 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; }