#version 420 #extension GL_ARB_texture_gather : enable // shader 58b8411478181d7f layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; void main() { vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz; R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114)); R0f.x = pow(R0f.x, 0.45); // export passPixelColor0 = vec4(R0f.x); }