#ifdef GL_ES precision mediump float; #endif // Custom attributes. uniform sampler2D uColorTex; // Sampler for the color registered data uniform sampler2D u_v4l2cam; uniform sampler2D u_gradient; uniform sampler2D u_particle; in vec2 gTexCoord; in float gTemperature; void main() { vec2 st = gTexCoord; st /= 3; st -= vec2(0.5); st *= 1.45; st += vec2(0.5); st.s += 0.15; st.t += 0.16; float thermo = gTemperature;//texture2D(u_v4l2cam, st).r; gl_FragColor = vec4(texture2D(u_gradient, vec2(thermo, 0.5)).rgb, 1); // gl_FragColor = texture2D(u_particle, gTexCoord); // gl_FragColor = vec4(1); }