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#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);
}
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