/* Shader for conversion of RGB textures into Grayscale textures. * Uses standard formula for conversion: * (w)2006 by Mario Kleiner. Licensed under MIT license. */ #extension GL_ARB_texture_rectangle : enable const int maxSamples = 255; uniform sampler2DRect Image; void main() { int i; vec4 sum = vec4(0.0); vec2 texcoord = vec2(gl_FragCoord.x * float(maxSamples), gl_FragCoord.y); for (i=0; i