I used this one
#define SHADER_WHITE \
"uniform sampler2D texture; " \
" " \
"void main() { " \
" vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);" \
" " \
" pixel.r = 1.0f; " \
" pixel.g = 1.0f; " \
" pixel.b = 1.0f; " \
" " \
" gl_FragColor = pixel; " \
"} "
I used this one
#define SHADER_WHITE \
"uniform sampler2D texture; " \
" " \
"void main() { " \
" vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);" \
" " \
" pixel.r = 1.0f; " \
" pixel.g = 1.0f; " \
" pixel.b = 1.0f; " \
" " \
" gl_FragColor = pixel; " \
"} "
OP wants it to ignore transparent pixels though