uniform float brightness; /// set:1 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; vec4 src = texture(iChannel0, uv); vec3 color = vec3( dot(src.rgb, vec3(0.393 * brightness, 0.769 * brightness, 0.189 * brightness)), dot(src.rgb, vec3(0.349 * brightness, 0.686 * brightness, 0.168 * brightness)), dot(src.rgb, vec3(0.272 * brightness, 0.534 * brightness, 0.131 * brightness)) ); fragColor = vec4(color, src.a); }