raylib/shaders/glsl330/grayscale.fs

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#version 330
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// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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// Calculate final fragment color
finalColor = vec4(gray, gray, gray, texelColor.a);
}