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