#version 330
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								uniform sampler2D texture0;
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								varying vec2 fragTexCoord;
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								uniform vec4 tintColor;
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								void main()
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								{
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								    vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
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								    // Convert to grayscale using NTSC conversion weights
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								    float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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								    gl_FragColor = vec4(gray, gray, gray, tintColor.a);
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								}
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