gray.glsl (381B)
1 #version 330 2 3 in vec2 texcoord; 4 uniform sampler2D tex; 5 uniform float opacity; 6 7 vec4 default_post_processing(vec4 c); 8 9 vec4 window_shader() { 10 vec2 texsize = textureSize(tex, 0); 11 vec4 color = texture2D(tex, texcoord / texsize, 0); 12 13 color = vec4(vec3(0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b) * opacity, color.a * opacity); 14 15 return default_post_processing(color); 16 }