#version 110 uniform sampler2D texture; uniform sampler2D colorMap; varying vec2 f_coord; uniform float offset; uniform float scale; void main() { float graph_height = texture2D(texture, vec2(f_coord.x, 0)).r; if(f_coord.y < graph_height){ gl_FragColor = texture2D(colorMap, vec2(f_coord.y * scale + offset, 0)); } else { gl_FragColor = vec4(0, 0, 0, 0); } }