uniform sampler2D u_image; uniform sampler2D u_color_ramp; uniform float u_opacity; varying vec2 v_pos; void main() { float t = texture2D(u_image, v_pos).r; vec4 color = texture2D(u_color_ramp, vec2(t, 0.5)); gl_FragColor = color * u_opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(0.0); #endif }