uniform mat4 u_Color; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; varying vec2 v_TexCoord3; varying vec2 v_Position; uniform sampler2D u_Tex0; uniform float u_Time; uniform vec2 u_Resolution; void main() { gl_FragColor = texture2D(u_Tex0, v_TexCoord); vec4 texcolor = texture2D(u_Tex0, v_TexCoord2); vec4 texcolor2 = texture2D(u_Tex0, v_TexCoord3); 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) { if(texcolor2.a > 0.01) { gl_FragColor = vec4(0.5 + abs(0.5 - mod(u_Time, 1.0)), 0.0, 1.0, 1.0); } else { discard; } } }