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dotfiles/config/hypr/shaders/grayscale.glsl

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GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
void main() {
vec4 pixColor = texture(tex, v_texcoord);
float gray = dot(pixColor.rgb, vec3(0.2627, 0.6780, 0.0593));
fragColor = vec4(vec3(gray), pixColor.a);
}