// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float wmin; uniform float wmax; uniform float rmin; uniform float rmax; uniform float gmin; uniform float gmax; uniform float bmin; uniform float bmax; uniform float amin; uniform float amax; void main() { vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); col.r = (col.r - rmin) / (rmax - rmin); col.g = (col.g - gmin) / (gmax - gmin); col.b = (col.b - bmin) / (bmax - bmin); col.a = (col.a - amin) / (amax - amin); col.r = (col.r - wmin) / (wmax - wmin); col.g = (col.g - wmin) / (wmax - wmin); col.b = (col.b - wmin) / (wmax - wmin); gl_FragColor = col; }