Files
2021-06-16 16:13:36 +02:00

34 lines
849 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 white;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
if (white > texelColor.r)
texelColor.r = white;
if (white > texelColor.g)
texelColor.g = white;
if (white > texelColor.b)
texelColor.b = white;
// Convert texel color to grayscale using NTSC conversion weights
//float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = texelColor;
// Calculate final fragment color
//gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}