in vec2 f_texcoord; uniform sampler2D mytexture; void main(void) { vec2 flipped_texcoord = vec2(f_texcoord.x, 1.0 - f_texcoord.y); gl_FragColor = texture2D(mytexture, flipped_texcoord); if(gl_FragColor.x > 0.6 && gl_FragColor.y > 0.6 && gl_FragColor.z > 0.6) gl_FragColor += vec4(-0.5, 0.8, -0.5, 0); else gl_FragColor = vec4(0, 0, 0, 0); }