raylib/shaders/glsl100/grayscale.fs

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#version 100
precision mediump float;
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// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
uniform sampler2D texture0;
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uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
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// Texel color fetching from texture sampler
vec4 texelColor = texture2D(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
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}