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			20 lines
		
	
	
		
			418 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			20 lines
		
	
	
		
			418 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 330
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in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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    vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
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    // Convert to grayscale using NTSC conversion weights
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    float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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    fragColor = vec4(gray, gray, gray, fragTintColor.a);
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} |