fix: grayscale shader;
refactor: hyprlock; refactor: played around with blur a little bit
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@@ -1,9 +1,14 @@
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#version 320 es
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precision mediump float;
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varying vec2 v_texcoord;
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in vec2 v_texcoord; // Use 'in' instead of 'varying'
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uniform sampler2D tex;
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out vec4 fragColor; // Use 'out' instead of 'gl_FragColor'
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void main() {
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vec4 this_colour = texture2D( tex, v_texcoord );
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float new_colour = (this_colour.r+this_colour.g+this_colour.b)/3.0;
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gl_FragColor = vec4(new_colour,new_colour,new_colour,1.0);
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vec4 this_colour = texture(tex, v_texcoord);
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float new_colour = (this_colour.r + this_colour.g + this_colour.b) / 3.0;
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fragColor = vec4(new_colour, new_colour, new_colour, 1.0);
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}
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