uniform sampler3D SHR; uniform sampler3D SHG; uniform sampler3D SHB; in vec3 uvw; out vec4 FragColor; void main() { float r = texture(SHR, uvw).w; float g = texture(SHG, uvw).w; float b = texture(SHB, uvw).w; FragColor = max(10. * vec4(r, g, b, 1.0), vec4(0.)); }