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