// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D samR, samG, samB; void main() { vec4 _r = texture2D( samR, v_vTexcoord ); vec4 _g = texture2D( samG, v_vTexcoord ); vec4 _b = texture2D( samB, v_vTexcoord ); float r = (_r[0] + _r[1] + _r[2]) / 3.; float g = (_g[0] + _g[1] + _g[2]) / 3.; float b = (_b[0] + _b[1] + _b[2]) / 3.; gl_FragColor = vec4(r, g, b, 1.); }