#extension GL_ARB_texture_rectangle : enable uniform sampler2DRect uDstTex; uniform vec4 uDstClr; void vboxCKeyDst(void) { vec4 dstClr = texture2DRect(uDstTex, vec2(gl_TexCoord[1])); vec3 difClr = dstClr.rgb - uDstClr.rgb; if(any(greaterThan(difClr, vec3(0.01, 0.01, 0.01))) || any(lessThan(difClr, vec3(-0.01, -0.01, -0.01)))) discard; }