#version 110 uniform vec4 keyColor; uniform float threshold; uniform sampler2D myTexture; varying vec2 vTexCoord; void main(void) { vec4 textureColor = texture2D(myTexture, vTexCoord); float diff = length(keyColor - textureColor); if (diff < threshold) { gl_FragColor = vec4(0, 0, 0, 0); } else { gl_FragColor = textureColor; } }