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14 lines
416 B
GLSL
14 lines
416 B
GLSL
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precision lowp float;
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uniform lowp sampler2D tex;
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uniform lowp sampler2D tex2;
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varying lowp vec4 varying_color;
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varying mediump vec2 varying_texCoord0;
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void main()
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{
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lowp vec4 texColor = texture2D(tex, varying_texCoord0);
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float gray = varying_color.r * 0.299 + varying_color.g * 0.587 + varying_color.b * 0.114;
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float a = mix(texColor.a, texColor.r, gray);
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gl_FragColor = vec4(a, a, a, a) * varying_color;
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}
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