precision mediump float; varying vec2 vUV; uniform sampler2D tex; uniform float highPassThreshold; void main() { vec3 lumaColor = texture2D(tex, vUV).rgb; if (lumaColor.r < highPassThreshold) lumaColor.r = 0.0; if (lumaColor.g < highPassThreshold) lumaColor.g = 0.0; if (lumaColor.b < highPassThreshold) lumaColor.b = 0.0; gl_FragColor = vec4(lumaColor, 1.0); }