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16 lines
441 B
GLSL
16 lines
441 B
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform float u_grayness;
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uniform float u_bias;
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void main() {
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vec4 c = v_color * texture2D(u_texture, v_texCoords);
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float grey = dot( c.rgb, vec3(0.22, 0.707, 0.071) );
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vec3 blendedColor = mix(c.rgb, vec3(grey), u_grayness);
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), vec4(blendedColor.rgb, c.a), u_bias);
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} |