#version 330 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; uniform float alpha; // NOTE: Add here your custom variables void main() { // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord); // Convert texel color to grayscale using NTSC conversion weights texelColor.a = alpha; gl_FragColor = texelColor; // Calculate final fragment color //gl_FragColor = vec4(gray, gray, gray, texelColor.a); }