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