// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float black; uniform float white; void main() { vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); col.r = (col.r - black) / (white - black); col.g = (col.g - black) / (white - black); col.b = (col.b - black) / (white - black); gl_FragColor = col; }