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18 lines
350 B
GLSL
18 lines
350 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec4 color;
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uniform float intensity;
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void main() {
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vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord );
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float bright = dot(samp.rgb, vec3(0.2126, 0.7152, 0.0722));
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vec4 col = color;
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col.a *= bright * intensity;
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gl_FragColor = col;
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}
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