sepia.glsl 397 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. // Same coefficients as grayscale2 at this point
  8. float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
  9. float red=avg;
  10. // Not sure about these coefficients, they just seem to produce the proper yellow
  11. float green=avg*.75;
  12. float blue=avg*.5;
  13. ocol0 = vec4(red, green, blue, c0.a);
  14. }