axmol/core/renderer/shaders/grayScale.frag

21 lines
425 B
GLSL

#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);
c = v_color * c;
FragColor.xyz = vec3(0.2126*c.r + 0.7152*c.g + 0.0722*c.b);
FragColor.w = c.w;
}