#ifdef GL_ES precision highp float; #endif // Samplers varying vec2 vUV; uniform sampler2D textureSampler; uniform mat4 kernelMatrix; void main(void) { vec3 baseColor = texture2D(textureSampler, vUV).rgb; vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb; gl_FragColor = vec4(updatedColor, 1.0); }