// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float size; uniform float tolerance; uniform int useMask; uniform sampler2D mask; void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)); if(bright > tolerance) gl_FragColor = col; else gl_FragColor = vec4(vec3(0.), 1.); if(useMask == 1) gl_FragColor = col * texture2D( mask, v_vTexcoord ); }