20 lines
360 B
Plaintext
20 lines
360 B
Plaintext
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precision highp float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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varying vec4 color;
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void main()
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{
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vec4 texColor = texture2D(Texture,texCoord).rgba;
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vec4 resultColor = color * texColor.rgba;
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float c = (resultColor.r * 0.3 + resultColor.g * 0.59 + resultColor.b * 0.11);
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gl_FragColor = vec4(c,c,c,resultColor.a);
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}
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