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res/shaders/grayscaling.frag 617 Bytes
9f1cb386   dangge   auto package
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  #ifdef GL_ES

  precision mediump float;

  #endif

  

  varying vec4 v_fragmentColor;

  varying vec2 v_texCoord;

  uniform sampler2D u_texture;

  

  void main()

  {

      vec4 normalColor = v_fragmentColor * texture2D(u_texture, v_texCoord);

  

      //float gray = 0.299*0.5*normalColor.r + 0.587*0.5*normalColor.g + 0.114*0.5*normalColor.b;

      //gl_FragColor = vec4(gray*0.8 + normalColor.r*0.2, gray*0.8 + normalColor.g*0.2, gray*0.8 + normalColor.b*0.2, normalColor.a*0.3);

  	float gray = dot(normalColor.rgb, vec3(0.299 * 0.5, 0.587 * 0.5, 0.114 * 0.5));

      gl_FragColor = vec4(gray, gray, gray, normalColor.a * 0.5);

  }