#version 100 precision mediump int; precision mediump float; uniform sampler2D tex0; varying vec4 uv0; void main() { vec4 baseColour = texture2D(tex0, uv0.xy); gl_FragData[0] = baseColour; // gl_FragData[1] = baseColour * vec4(1, 0, 0, 1); // float abs = (baseColour.r + baseColour.g + baseColour.b) * 0.333; // gl_FragData[2] = vec4(abs, abs, abs, 1); // float invabs = 1.0 - abs; // gl_FragData[3] = vec4(invabs, invabs, invabs, 1); }