Pixel-Composer/shaders/sh_lum2alpha/sh_lum2alpha.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 color;
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uniform float intensity;
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void main() {
vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord );
float bright = dot(samp.rgb, vec3(0.2126, 0.7152, 0.0722));
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vec4 col = color;
col.a *= bright * intensity;
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gl_FragColor = col;
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}