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@ -6,7 +6,7 @@ in vec4 fragColor; |
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// Input uniform values |
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uniform sampler2D texture0; |
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uniform vec4 fragTintColor; |
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uniform vec4 colDiffuse; |
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// Output fragment color |
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out vec4 finalColor; |
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@ -16,7 +16,7 @@ out vec4 finalColor; |
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void main() |
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{ |
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// Texel color fetching from texture sampler |
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vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; |
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vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; |
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// Convert texel color to grayscale using NTSC conversion weights |
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); |
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