uniform sampler2DRect particles0; uniform sampler2DRect particles1; uniform sampler2DRect particles2; uniform sampler2DRect u_depth; uniform sampler2DRect u_world; uniform sampler2DRect u_v4l2cam; uniform sampler2DRect imageTexture; uniform vec3 uHottest0; uniform vec3 uHottest1; uniform vec3 uHottest3d0; uniform vec3 uHottest3d1; in vec2 texCoordVarying; in vec3 vPos; in float vTemperature; in float vAge; void main() { vec3 remapedColor = texture(imageTexture, vec2(vTemperature*1600, 0.5)).xyz; float alpha = max(0, 1 - pow(vAge,4)); vec4 color = vec4(remapedColor, alpha); if(length(vPos.x - uHottest3d1.x) < 500) { color = vec4(0,1,0,1); } fragColor = color; }