#version 300 es precision mediump float; /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; out vec4 out_color; float getBrightness(vec4 color) { return (color.r + color.g + color.b) / 3.0; } void main() { vec4 in_color = texture(in_texture, in_uv); float brightness = getBrightness(in_color); out_color = vec4(brightness, brightness, brightness, in_color.a); }