// Simple grayscale shader #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_tex; in vec2 r_texcoord; out vec4 o_color; void main() { vec3 rgb = texture(u_tex, r_texcoord.xy).xyz; float luma = dot(rgb, vec3(0.299, 0.587, 0.114)); o_color.rgb = vec3(luma, luma, luma); o_color.a = 1.0; }