Vertex shaders optimization

This commit is contained in:
raysan5
2016-01-13 17:13:28 +01:00
parent bb49102a4b
commit fb6ef2c2f4
41 changed files with 86 additions and 92 deletions

View File

@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}