// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord ); float bright = dot(samp.rgb, vec3(0.2126, 0.7152, 0.0722)); gl_FragColor = v_vColour * vec4(1., 1., 1., bright); }