2020-02-22 15:38:54 +04:00

13 lines
242 B
GLSL

precision highp float;
varying vec2 varTexcoord;
varying float varIntensity;
uniform sampler2D texture;
void main (void)
{
vec4 f = texture2D(texture, varTexcoord.st, 0.0);
gl_FragColor = vec4(f.r * varIntensity, f.g, f.b, 0.0);
}