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