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<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
<MetaData>
<Property name="strenght_gray" formalName="Effect Strenght" min="0" max="1" default="1.0" description="Strenght of the Grayscale"/>
</MetaData>
<Shaders>
<Shared></Shared>
<VertexShaderShared></VertexShaderShared>
<FragmentShaderShared></FragmentShaderShared>
<Shader name="main">
<VertexShader></VertexShader>
<FragmentShader><![CDATA[
vec4 desaturate(vec3 color, float strenght)
{
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, strenght), 1.0);
}
void frag()
{
vec4 origColor = texture2D_0(TexCoord);
gl_FragColor = desaturate(origColor.rgb,strenght_gray);
}
]]></FragmentShader>
</Shader>
</Shaders>
<Passes>
<Pass shader="main" input="[source]" output="[dest]"/>
</Passes>
</Effect>
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