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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect uDstTex;
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vec4 dstClr = texture2DRect(uDstTex, vec2(gl_TexCoord[2]));
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vec3 difClr = dstClr.rgb - uDstClr.rgb;
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if(any(greaterThan(difClr, vec3(0.01, 0.01, 0.01)))
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|| any(lessThan(difClr, vec3(-0.01, -0.01, -0.01))))
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gl_FragColor = dstClr;