struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv[3]; }; uniform sampler2D _MainTex; uniform float _Treshold; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 original; vec3 p1; vec3 p2; vec3 p3; vec3 diff; float len; original = texture2D( _MainTex, i.uv[ 0 ]); p1 = original.xyz ; p2 = texture2D( _MainTex, i.uv[ 1 ]).xyz ; p3 = texture2D( _MainTex, i.uv[ 2 ]).xyz ; diff = (((p1 * 2.00000) - p2) - p3); len = dot( diff, diff); if ( (len >= _Treshold) ){ original.xyz = vec3( 0.000000); } return original; } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv[0] = vec2( gl_TexCoord[0]); xlt_i.uv[1] = vec2( gl_TexCoord[1]); xlt_i.uv[2] = vec2( gl_TexCoord[2]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }