Update sepia.glsl
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@ -6,9 +6,11 @@ in vec2 uv0;
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void main()
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{
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vec4 c0 = texture(samp9, uv0);
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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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// 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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