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12 lines
181 B
GLSL
12 lines
181 B
GLSL
uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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vec4 c0 = texture(samp9, uv0);
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float avg = (c0.r + c0.g + c0.b) / 3.0;
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ocol0 = vec4(avg, avg, avg, c0.a);
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}
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