#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(location = SV_Target0) out vec4 FragColor; void main(void) { vec4 c = texture(u_tex0, v_texCoord); vec4 final = c; final.r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189); final.g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168); final.b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131); FragColor = final; }