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| author | raysan5 <raysan5@gmail.com> | 2016-05-31 18:15:53 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-31 18:15:53 +0200 |
| commit | 302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (patch) | |
| tree | 7094081f3536d7d16804bff90f5d2a002c11ce45 /examples/resources/shaders/glsl330 | |
| parent | cac2a66debd0f2d3ef8195940f8e2744d539d19a (diff) | |
| download | raylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.tar.gz raylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.zip | |
Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
Diffstat (limited to 'examples/resources/shaders/glsl330')
| -rw-r--r-- | examples/resources/shaders/glsl330/grayscale.fs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/examples/resources/shaders/glsl330/grayscale.fs b/examples/resources/shaders/glsl330/grayscale.fs index d4a8824f..5b3e11be 100644 --- a/examples/resources/shaders/glsl330/grayscale.fs +++ b/examples/resources/shaders/glsl330/grayscale.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; @@ -16,7 +16,7 @@ out vec4 finalColor; void main() { // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; + vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; // Convert texel color to grayscale using NTSC conversion weights float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); |
