raylib/examples/resources/shaders/shapes_grayscale.fs

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#version 110
uniform sampler2D texture0;
varying vec2 fragTexCoord;
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varying vec4 fragTintColor;
void main()
{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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gl_FragColor = vec4(gray, gray, gray, base.a);
}