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@vertex
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);
}
@vs_end
@fragment
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);
}
@fs_end
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