/* * Copyright 2023 elementary, Inc. * SPDX-License-Identifier: GPL-3.0-or-later */ uniform sampler2D tex; uniform float STRENGTH; void main() { vec2 uv = cogl_tex_coord0_in.xy; vec4 sample = texture2D (tex, uv); vec3 luminance = vec3 (0.2126, 0.7512, 0.0722); float gray = luminance.r * sample.r + luminance.g * sample.g + luminance.b * sample.b; cogl_color_out = vec4 ( sample.r * (1.0 - STRENGTH) + gray * STRENGTH, sample.g * (1.0 - STRENGTH) + gray * STRENGTH, sample.b * (1.0 - STRENGTH) + gray * STRENGTH, sample.a ) ; }