varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 threshold; void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); float a = (c.r + c.g + c.b) / 3.; gl_FragColor = vec4(vec3(smoothstep(threshold[0], threshold[1], a)), 1.); }