grayscale.glsl 181 B

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  1. uniform sampler2D samp9;
  2. out vec4 ocol0;
  3. in vec2 uv0;
  4. void main()
  5. {
  6. vec4 c0 = texture(samp9, uv0);
  7. float avg = (c0.r + c0.g + c0.b) / 3.0;
  8. ocol0 = vec4(avg, avg, avg, c0.a);
  9. }