#if defined(VERTEX_SHADER) in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; in vec4 vertexColor; uniform mat4 mvp; out vec2 fragTexCoord; out vec4 fragColor; void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; gl_Position = mvp*vec4(vertexPosition, 1.0); } #elif defined(FRAG_SHADER) in vec2 fragTexCoord; in vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; out vec4 finalColor; void main() { vec4 texelColor = texture(texture0, fragTexCoord) * colDiffuse * fragColor; float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); finalColor = vec4(gray, gray, gray, texelColor.a); } #endif