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precision mediump float;
varying vec2 pos;
uniform sampler2D filter_background;
uniform vec2 filter_res;
void main() {
vec4 col = texture2D(filter_background, pos);
// Step function returns
// 0 if colour is less than 0.01
// 1 otherwise
// so we make the colour 0 (black), if it's less than 0.01
col = col * step(0.1, col);
gl_FragColor = col;
}