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@omarojo
Created March 27, 2018 22:06
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Black and White Shader (GPUImage)
precision highp float;
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
void main()
{
highp vec4 textureColor;
highp vec4 rCol;
highp vec4 gCol;
highp vec4 bCol;
highp vec4 outputColor;
textureColor = texture2D(inputImageTexture, textureCoordinate);
rCol = vec4(vec3(textureColor.r), 1.0);
textureColor = texture2D(inputImageTexture, textureCoordinate);
gCol = vec4(vec3(textureColor.g), 1.0);
textureColor = texture2D(inputImageTexture, textureCoordinate);
bCol = vec4(vec3(textureColor.b), 1.0);
float avgColorVal = (rCol.r+gCol.g+bCol.b)/3.0;
gl_FragColor = vec4(vec3(avgColorVal,avgColorVal,avgColorVal),1.0);
}
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