#version 410 core out vec4 FragColor; in vec4 color; in vec2 fragCoord; in vec2 texCoord; uniform sampler2D texture1; void main(){ vec3 black = vec3(0.0f, 0.0f , 0.0f); vec4 tex = texture(texture1, texCoord); tex.a = (tex.x + tex.y + tex.z) / 3.0f; FragColor = tex; }