#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables void main() { // Texel color fetching from texture sampler vec3 texelColor = texture(texture0, fragTexCoord).rgb; vec3 colors[3]; colors[0] = vec3(0.0, 0.0, 1.0); colors[1] = vec3(1.0, 1.0, 0.0); colors[2] = vec3(1.0, 0.0, 0.0); float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0; int ix = (lum < 0.5)? 0:1; vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5); finalColor = vec4(tc, 1.0); }