// // Simple passthrough fragment shader // //varying vec2 v_vTexcoord; 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)); bright = min(max(bright, 0.), 1.); if(atten == 0.) bright = bright * bright; else if(atten == 1.) bright = 1. - (bright - 1.) * (bright - 1.); else if(atten == 2.) bright = bright; bright *= intensity; if(band > 0.) bright = ceil(bright * band) / band; vec4 col = vec4(color, bright); gl_FragColor = col; }