9 lines
208 B
GLSL
9 lines
208 B
GLSL
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 , texture(tex0, v_texCoord0).a);
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o_color = vec4(ref, ref, ref, 1.0);
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} |