#version 300 es precision mediump float; /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; uniform float u_r; uniform float u_g; uniform float u_b; out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); float r = in_color.r < u_r ? 0.0 : 1.0; float g = in_color.g < u_g ? 0.0 : 1.0; float b = in_color.b < u_b ? 0.0 : 1.0; out_color = vec4(r, g, b, in_color.a); }