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