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- /*
- ** Copyright (c) 2012, Romain Dura romain@shazbits.com
- **
- ** Permission to use, copy, modify, and/or distribute this software for any
- ** purpose with or without fee is hereby granted, provided that the above
- ** copyright notice and this permission notice appear in all copies.
- **
- ** THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
- ** WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
- ** MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
- ** SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
- ** WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
- ** ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
- ** IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
- */
- /*
- ** Desaturation
- */
- /*
- ** 2013 adapted for Extended View Toolkit by Marian Weger
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect tex0;
- uniform float desaturation;
- void main(void)
- {
- vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
- vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y));
-
- vec3 grayXfer = vec3(0.3, 0.59, 0.11);
- vec3 gray = vec3(dot(grayXfer, color_old.rgb));
- vec4 color_new = vec4(mix(color_old.rgb, gray, desaturation), color_old.a);
- gl_FragColor = color_new;
- }
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