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13 lines
251 B
GLSL
13 lines
251 B
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform int invert;
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void main() {
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vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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float m = (c.r + c.g + c.b) / 3. * c.a;
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if(invert == 1) m = 1. - m;
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gl_FragColor = vec4(m, m, m, 1.);
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}
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