2015-09-02 03:44:16 +03:00
|
|
|
#version 100
|
|
|
|
|
|
|
|
precision mediump float;
|
|
|
|
|
2016-05-18 13:04:27 +03:00
|
|
|
// Input vertex attributes (from vertex shader)
|
2015-09-02 03:44:16 +03:00
|
|
|
varying vec2 fragTexCoord;
|
2016-05-18 13:04:27 +03:00
|
|
|
varying vec4 fragColor;
|
2015-09-02 03:44:16 +03:00
|
|
|
|
2016-05-18 13:04:27 +03:00
|
|
|
// Input uniform values
|
2015-09-02 03:44:16 +03:00
|
|
|
uniform sampler2D texture0;
|
2016-06-03 18:30:09 +03:00
|
|
|
uniform vec4 colDiffuse;
|
2015-09-02 03:44:16 +03:00
|
|
|
|
|
|
|
// NOTE: Add here your custom variables
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
2016-05-18 13:04:27 +03:00
|
|
|
// Texel color fetching from texture sampler
|
2016-06-10 01:59:48 +03:00
|
|
|
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
2015-09-02 03:44:16 +03:00
|
|
|
|
2016-05-18 13:04:27 +03:00
|
|
|
// Convert texel color to grayscale using NTSC conversion weights
|
|
|
|
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
2015-09-02 03:44:16 +03:00
|
|
|
|
2016-05-18 13:04:27 +03:00
|
|
|
// Calculate final fragment color
|
|
|
|
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
2015-09-02 03:44:16 +03:00
|
|
|
}
|