#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D u_texture; void main() { vec4 color1 = texture2D(u_texture, v_texCoord) * v_fragmentColor; float brightness = (color1.r + color1.g + color1.b) * (1. / 3.); float gray = (1.5)*brightness; color1 = vec4(gray, gray, gray, color1.a)*vec4(0.8,1.2,1.5,1); gl_FragColor =color1; }