#ifdef GL_ES
precision lowp float;
#endif

varying vec2 v_texCoord;
uniform vec3 eliminate_color;
uniform int exact_equal;

void main(void) {
	vec4 normalColor = texture2D(CC_Texture0, v_texCoord).rgba;	
	float grey = dot(normalColor.rgb, vec3(0.299, 0.587, 0.114));

	if(exact_equal == 1){
		if(normalColor.r == eliminate_color.r)
		if(normalColor.g == eliminate_color.g)
		if(normalColor.b == eliminate_color.b)
			normalColor.a = 0.0;
	}else{
		if(normalColor.r <= eliminate_color.r)
		if(normalColor.g <= eliminate_color.g)
		if(normalColor.b <= eliminate_color.b)
			normalColor.a = 0.0;
	}

	gl_FragColor = vec4(normalColor.rgb, normalColor.a);
}