// // Example grayscale shader. // precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; void main() { vec4 pixColor = texture2D(tex, v_texcoord); gl_FragColor = vec4( pixColor[0] * 0.299 + pixColor[1] * 0.587 + pixColor[2] * 0.114, pixColor[0] * 0.299 + pixColor[1] * 0.587 + pixColor[2] * 0.114, pixColor[0] * 0.299 + pixColor[1] * 0.587 + pixColor[2] * 0.114, pixColor[3] ); }