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);
}
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