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<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
    <MetaData>
    <Property name="red" formalName="Red Amount" min="0" max="2.0" default="1.0" description="Amount of Red"/>
    <Property name="green" formalName="Green Amount" min="0" max="2.0" default="1.0" description="Amount of Green"/>
    <Property name="blue" formalName="Blue Amount" min="0" max="2.0" default="1.0" description="Amount of Blue"/>
    <Property name="strength_gray" formalName="Saturation" min="-1" max="1" default="0.0" description="Strength of Color"/>
    </MetaData>
    <Shaders>
        <Shared></Shared>
        <VertexShaderShared></VertexShaderShared>
        <FragmentShaderShared></FragmentShaderShared>
        <Shader name="main">
            <VertexShader></VertexShader>
            <FragmentShader><![CDATA[

vec4 desaturate(vec3 color, float strength)
{
    vec3 lum = vec3(0.299, 0.587, 0.114);
    // lum values based on: ITU-R BT.601
    vec3 gray = vec3(dot(lum, color));
    return vec4(mix(color, gray, -strength), 1.0);
}
void frag()
{
    vec4 sourceColor = texture2D_0(TexCoord);
    vec4 basecolor = vec4(sourceColor.r*red,sourceColor.g*green,sourceColor.b*blue,sourceColor.a);
    gl_FragColor = desaturate(basecolor.rgb,strength_gray);
}
    ]]></FragmentShader>
        </Shader>
    </Shaders>
    <Passes>
        <Pass shader="main" input="[source]" output="[dest]"/>
    </Passes>
</Effect>