// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec4 v_vColour; float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * 43758.545); } void main() { float grey = (v_vColour.r + v_vColour.g + v_vColour.b) / 3. * v_vColour.a; gl_FragColor = vec4(vec3(1.), grey); }