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// vert attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; #ifdef GL_ES varying lowp vec4 v_fragmentColor; varying mediump vec2 v_texCoord; #else varying vec4 v_fragmentColor; varying vec2 v_texCoord; #endif void main() { gl_Position = CC_PMatrix * a_position; v_fragmentColor = a_color; v_texCoord = a_texCoord; } //frag #ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main(void) { vec4 c = texture2D(CC_Texture0, v_texCoord); c = v_fragmentColor * c; gl_FragColor.xyz = vec3(0.2126*c.r + 0.7152*c.g + 0.0722*c.b); gl_FragColor.w = c.w; }
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GLProgram::SHADER_NAME_POSITION_GRAYSCALE
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