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/* 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<maxSamples; i++) {
sum+=texture2DRect(Image, texcoord)*0.001;
texcoord.s += 1.0;
}
gl_FragColor = sum;
}
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