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| uniform sampler2D u_image; | |
| uniform sampler2D u_color_ramp; | |
| uniform float u_opacity; | |
| varying vec2 v_pos; | |
| void main() { | |
| float t = texture2D(u_image, v_pos).r; | |
| vec4 color = texture2D(u_color_ramp, vec2(t, 0.5)); | |
| gl_FragColor = color * u_opacity; | |
| gl_FragColor = vec4(0.0); | |
| } | |