uniform sampler2D g_Texture0; varying vec3 g_ScreenPosition; void main() { vec2 texCoords = g_ScreenPosition.xy / g_ScreenPosition.z; texCoords = texCoords * vec2(0.5, -0.5) + 0.5; vec4 sample = texSample2D(g_Texture0, texCoords); float lightness = dot(sample.rgb, vec3(0.3, 0.59, 0.11)); float color = step(lightness, 0.5); gl_FragColor = vec4(vec3(1, 1, 1) * color, 1.0); }