#version 330 in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; uniform vec4 fragTintColor; // NOTE: Add here your custom variables void main() { vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; // Convert to grayscale using NTSC conversion weights float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); fragColor = vec4(gray, gray, gray, fragTintColor.a); }