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@pomle
Created July 26, 2015 14:19
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uniform vec3 sColor1;
uniform vec3 dColor1;
uniform vec3 sColor2;
uniform vec3 dColor2;
uniform sampler2D texture;
varying vec2 vUv;
void main() {
vec4 tColor = texture2D( texture, vUv );
if (tColor.x == sColor1.x && tColor.y == sColor1.y && tColor.z == sColor1.z) {
tColor.x = dColor1.x;
tColor.y = dColor1.y;
tColor.z = dColor1.z;
}
if (tColor.x == sColor2.x && tColor.y == sColor2.y && tColor.z == sColor2.z) {
tColor.x = dColor2.x;
tColor.y = dColor2.y;
tColor.z = dColor2.z;
}
gl_FragColor = tColor;
}
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