// Simple grayscale shader #ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D sampler0; varying vec2 v_texcoord0; void main() { vec3 rgb = texture2D(sampler0, v_texcoord0.xy).xyz; float luma = dot(rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor.rgb = vec3(luma, luma, luma); gl_FragColor.a = 1.0; }