desaturate.fsh 428 B

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  1. uniform sampler2D TextureSampler;
  2. vec4 Desaturate(vec3 color, float Desaturation)
  3. {
  4. vec3 grayXfer = vec3(0.3, 0.59, 0.11);
  5. vec3 gray = vec3(dot(grayXfer, color));
  6. //return vec4(mix(color, gray, Desaturation), 1.0);
  7. return vec4(mix(gray, color, Desaturation), 1.0);
  8. }
  9. void main()
  10. {
  11. vec4 tex = texture2D(TextureSampler, gl_TexCoord[0].xy);
  12. vec4 color = Desaturate(tex.rgb, gl_Color.a * 4.0);
  13. gl_FragColor = color;
  14. }