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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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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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// Info: http://www.oreillynet.com/cs/user/view/cs_msg/8691
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float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
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ocol0 = vec4(avg, avg, avg, c0.a);
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}
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