#version 310 es precision highp float; precision highp int; layout(location = 0) in vec4 v_fragmentColor; layout(location = 1) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(location = 0) out vec4 FragColor; void main(void) { vec4 c = texture(u_tex0, v_texCoord); c = v_fragmentColor * c; FragColor.xyz = vec3(0.2126*c.r + 0.7152*c.g + 0.0722*c.b); FragColor.w = c.w; }