17 lines
288 B
GLSL

#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;
}