/* Shader for weighted summing of input texture layers into * a scalar output value which is replicated into all four output * components. * * (c) 2014 by Mario Kleiner. Licensed under MIT license. */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect Image; varying vec4 mixWeights; void main() { vec4 incolor = texture2DRect(Image, gl_TexCoord[0].st); float sum = dot(incolor, mixWeights); gl_FragColor.rgba = vec4(sum); }