raylib/examples/resources/shaders/shapes_grayscale.fs
2016-01-13 17:13:28 +01:00

15 lines
352 B
GLSL

#version 110
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragTintColor;
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));
gl_FragColor = vec4(gray, gray, gray, base.a);
}