/* Simple color classification shader. * */ #extension GL_ARB_texture_rectangle : enable uniform float minintensity; uniform float maxintensity; uniform float minratio; uniform sampler2DRect Image; void main(void) { vec3 incolor = texture2DRect(Image, gl_TexCoord[0].st).rgb; float accepted = step(incolor.r * minratio, incolor.g); accepted = accepted * step(minintensity, incolor.g); accepted = accepted * step(incolor.g, maxintensity); gl_FragColor.rgba = vec4(accepted); }