uniform sampler2D u_Texture0; uniform sampler2D u_Texture7; varying vec2 texture_coordinate; varying vec2 texture_coordinate2; varying vec2 texture_coordinate3; varying vec2 texture_coordinate4; varying vec2 texture_coordinate5; void main() { // Sampling The Texture And Passing It To The Frame Buffer gl_FragColor = texture2D(u_Texture0, texture_coordinate); if (abs(texture2D(u_Texture7, texture_coordinate).a-texture2D(u_Texture7, texture_coordinate2).a)>0.0016f) { gl_FragColor.r=0; gl_FragColor.g=0; gl_FragColor.b=0; } if (abs(texture2D(u_Texture7, texture_coordinate).a-texture2D(u_Texture7, texture_coordinate3).a)>0.0016f) { gl_FragColor.r=0; gl_FragColor.g=0; gl_FragColor.b=0; } if (abs(texture2D(u_Texture7, texture_coordinate).a-texture2D(u_Texture7, texture_coordinate4).a)>0.0016f) { gl_FragColor.r=0; gl_FragColor.g=0; gl_FragColor.b=0; } if (abs(texture2D(u_Texture7, texture_coordinate).a-texture2D(u_Texture7, texture_coordinate5).a)>0.0016f) { gl_FragColor.r=0; gl_FragColor.g=0; gl_FragColor.b=0; } }