#ifndef USE_GPU_SHADER_CREATE_INFO uniform float factor; in vec2 texCoord_interp; out vec4 fragColor; uniform vec4 color; uniform sampler2D image; #endif void main() { vec4 tex = texture(image, texCoord_interp); tex.rgb = ((0.3333333 * factor) * vec3(tex.r + tex.g + tex.b)) + (tex.rgb * (1.0 - factor)); fragColor = tex * color; }