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