#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D u_texture; void main() { gl_FragColor = texture2D(u_texture, v_texCoord) * v_fragmentColor; float gray = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) * (1.0 / 3.0); gl_FragColor = vec4(gray * 0.9, gray * 1.2, gray * 0.8, gl_FragColor.a * (gray + 0.1)); }