// Simple false color shader #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz; float luma = dot(rgb, vec3(0.299, 0.587, 0.114)); vec3 gray = vec3(luma, luma, luma) - 0.5; rgb -= vec3(0.5, 0.5, 0.5); gl_FragColor.rgb = mix(rgb, gray, 2.0) + 0.5; gl_FragColor.a = 1.0; }