raylib/shaders/glsl100/grayscale.fs

20 lines
433 B
Forth
Raw Normal View History

#version 100
precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
2016-01-13 19:13:28 +03:00
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
2016-01-13 19:13:28 +03:00
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
2016-01-13 19:13:28 +03:00
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
}