uniform mat4 u_Color; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; uniform sampler2D u_Tex0; void main() { gl_FragColor = texture2D(u_Tex0, v_TexCoord); vec4 texcolor = texture2D(u_Tex0, v_TexCoord2); if(texcolor.r > 0.9) { gl_FragColor *= texcolor.g > 0.9 ? u_Color[0] : u_Color[1]; } else if(texcolor.g > 0.9) { gl_FragColor *= u_Color[2]; } else if(texcolor.b > 0.9) { gl_FragColor *= u_Color[3]; } if(gl_FragColor.a < 0.01) discard; }