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			25 lines
		
	
	
		
			641 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			25 lines
		
	
	
		
			641 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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{
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    // Texel color fetching from texture sampler
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    vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
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    // Convert texel color to grayscale using NTSC conversion weights
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    float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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    // Calculate final fragment color
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    gl_FragColor = vec4(gray, gray, gray, texelColor.a);
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} |