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