local shaderHP = shaderCompile(Shaders.high_pass.Compiled)
function shaderHPLoop()
graphics.shaderUniform(shaderHP,"_t_mountains", "vispath:mountains.png")
end
function highPassShader()
Scenes["001-001_scene"].ShaderSet = shaderHP
Objects.kittan.ShaderSet = shaderHP
registerEventHandler("mainLoop", "shaderHPLoop")
end
varying vec2 uvVarying;
uniform sampler2D _t_mountains;
void main ()
{
vec4 mountains = texture2D (_t_mountains, uvVarying);
gl_FragColor = vec4(mountains.r,.3,.4, 1.0); // f.e. red channel is flat black
}