00001 void main() 00002 { 00003 //Use the first set of texture coordinates in the fragment shader 00004 gl_TexCoord[0] = gl_MultiTexCoord0; 00005 00006 // Transform the position to screen space 00007 gl_Position = ftransform(); 00008 } 00009 00010 ~~~~~~~ 00011 00012 uniform sampler2D Texture0; 00013 00014 uniform float threshold; 00015 00016 void main() 00017 { 00018 vec4 b = texture2D( Texture0, gl_TexCoord[0].xy ); 00019 00020 // Cut off? 00021 gl_FragColor = max( b - threshold, 0.0 ) * ( 1.0 / threshold ); 00022 }
1.5.1-p1