// // Simple passthrough fragment shader // varying vec4 v_vColour; uniform vec3 color; uniform float intensity; uniform float band; uniform float atten; void main() { float bright = dot(v_vColour.rgb, vec3(0.2126, 0.7152, 0.0722)); if(atten == 0.) bright = bright * bright * intensity; else if(atten == 1.) bright = bright * intensity; if(band > 0.) { bright = ceil(bright * band) / band; } vec4 col = vec4(color, bright); gl_FragColor = col; }