LC_PIXEL_INPUT vec3 PixelNormal; LC_PIXEL_OUTPUT uniform mediump vec4 HighlightParams[2]; uniform samplerCube Texture; const mediump vec4 TextColor = vec4(0.0, 0.0, 0.0, 1.0); const mediump vec4 BackgroundColor = vec4(1.0, 1.0, 1.0, 1.0); const mediump vec4 HighlightColor = vec4(1.0, 0.0, 0.0, 1.0); void main() { LC_SHADER_PRECISION float TexelAlpha = textureCube(Texture, PixelNormal).a; if (PixelNormal.x > HighlightParams[0].x && PixelNormal.y > HighlightParams[0].y && PixelNormal.z > HighlightParams[0].z && PixelNormal.x < HighlightParams[1].x && PixelNormal.y < HighlightParams[1].y && PixelNormal.z < HighlightParams[1].z) gl_FragColor = mix(HighlightColor, TextColor, TexelAlpha); else gl_FragColor = mix(BackgroundColor, TextColor, TexelAlpha); }