/* a fragment program */ #pragma optimize(on) uniform float T; //threshold uniform sampler2D sampler; const vec4 fcolor=vec4(1, 1, 1, 0); const vec4 bcolor=vec4(0, 0, 0, 0); void main (void) { float I = texture2D(sampler, gl_TexCoord[0].xy ).r; if (I>T) gl_FragColor = fcolor; else gl_FragColor = bcolor; }