raylib/examples/resources/shaders/glsl100/grayscale.fs

25 lines
641 B
Forth
Raw Normal View History

2016-04-07 13:32:32 +03:00
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
2016-07-12 02:54:47 +03:00
uniform vec4 colDiffuse;
2016-04-07 13:32:32 +03:00
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
2016-07-12 02:54:47 +03:00
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
2016-04-07 13:32:32 +03:00
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
// Calculate final fragment color
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}