// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float brightness; uniform float contrast; float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(vec3(1.), bright(col)); }