// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float brightness; uniform float contrast; void main() { vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); vec4 col_b = col + vec4(brightness, brightness, brightness, 0.0); vec4 col_bc = vec4(col_b.rgb * contrast, col_b.a); col_bc.rgb = vec3(dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722))); gl_FragColor = col_bc; }