11 lines
251 B
GLSL
11 lines
251 B
GLSL
#version 330 core
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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uniform float threshold;
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out vec4 o_color;
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void main() {
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float ref = step(threshold , dot( vec3(1.0/3.0), texture(tex0, v_texCoord0).rgb ));
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o_color = vec4(ref, ref, ref, 1.0);
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} |