uniform sampler2D map; uniform float cameraIndex; uniform float numCameras; uniform mat4 c2wm; uniform mat4 prjm; varying vec2 vUv; varying float paintfordiscard; void main() { vec4 color = texture2D( map, vUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,0.0)); // if (color.r < .2) { discard;} if (paintfordiscard == 1.0) { gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); } else { gl_FragColor = vec4( color.r, color.g, color.b, 1.0); } }