raylib/shaders/glsl330/grayscale.fs

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);
}