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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- void main()
- {
- vec4 c0 = texture(samp9, uv0);
- // Same coefficients as grayscale2 at this point
- float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
- float red=avg;
- // Not sure about these coefficients, they just seem to produce the proper yellow
- float green=avg*.75;
- float blue=avg*.5;
- ocol0 = vec4(red, green, blue, c0.a);
- }
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