Files
2021-06-16 16:24:49 +02:00

28 lines
628 B
GLSL

#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);
}