// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int useMask; uniform sampler2D mask; uniform vec4 colorTarget[32]; uniform int colorTargetAmount; void main() { vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(0.); if(useMask == 1) { vec4 m = texture2D( mask, v_vTexcoord ); if((m.r + m.g + m.b) * m.a < 0.5) return; } float minDist = 10.; for(int i = 0; i < colorTargetAmount; i++) { float dist = distance(colorTarget[i].rgb, c1.rgb); minDist = min(minDist, dist); } if(minDist > 0.001) return; gl_FragColor = vec4(1.); }