varying highp vec2 qt_TexCoord0; | |
uniform highp float qt_Opacity; | |
uniform lowp sampler2D source; | |
uniform highp float desaturation; | |
void main(void) { | |
lowp vec4 textureColor = texture2D(source, qt_TexCoord0.st); | |
lowp float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0; | |
gl_FragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity; | |
} |