#version 150 core | |
in vec2 qt_TexCoord0; | |
uniform float qt_Opacity; | |
uniform sampler2D source; | |
uniform float desaturation; | |
out vec4 fragColor; | |
void main(void) { | |
vec4 textureColor = texture(source, qt_TexCoord0.st); | |
float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0; | |
fragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity; | |
} |