20 lines
418 B
GLSL
20 lines
418 B
GLSL
#version 330
|
|
|
|
in vec2 fragTexCoord;
|
|
|
|
out vec4 fragColor;
|
|
|
|
uniform sampler2D texture0;
|
|
uniform vec4 fragTintColor;
|
|
|
|
// NOTE: Add here your custom variables
|
|
|
|
void main()
|
|
{
|
|
vec4 base = texture(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);
|
|
} |