// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int mode; uniform float thr; uniform float smooth; 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)); col.rgb = vec3(smooth == 0.? step(thr, bright) : smoothstep(thr - smooth, thr + smooth, bright)); } else { col.a = smooth == 0.? step(thr, col.a) : smoothstep(thr - smooth, thr + smooth, col.a); } gl_FragColor = col; }