20 lines
433 B
GLSL
20 lines
433 B
GLSL
#version 100
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precision mediump float;
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varying vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
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} |