#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // NOTE: Add here your custom variables void main() { // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor; // Convert texel color to grayscale using NTSC conversion weights float gray = 1.0-dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); // Calculate final fragment color gl_FragColor = vec4(gray, gray, gray, texelColor.a); }