2014-06-07 05:29:21 +00:00
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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2011-01-31 00:08:06 +00:00
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2013-03-07 16:46:55 +00:00
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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2011-01-31 00:08:06 +00:00
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{
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2013-03-07 16:46:55 +00:00
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vec4 c0 = texture(samp9, uv0);
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2014-05-21 03:58:02 +00:00
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2013-03-07 16:46:55 +00:00
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// Same coefficients as grayscale2 at this point
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float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
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float red=avg;
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2014-05-21 03:58:02 +00:00
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2013-03-07 16:46:55 +00:00
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// Not sure about these coefficients, they just seem to produce the proper yellow
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float green=avg*.75;
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float blue=avg*.5;
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ocol0 = vec4(red, green, blue, c0.a);
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}
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