fix: grayscale shader;

refactor: hyprlock;
refactor: played around with blur a little bit
This commit is contained in:
2025-10-01 02:15:36 +03:00
parent 18b8d720f2
commit 61d38cec16
3 changed files with 22 additions and 14 deletions

View File

@@ -1,9 +1,14 @@
#version 320 es
precision mediump float;
varying vec2 v_texcoord;
in vec2 v_texcoord; // Use 'in' instead of 'varying'
uniform sampler2D tex;
out vec4 fragColor; // Use 'out' instead of 'gl_FragColor'
void main() {
vec4 this_colour = texture2D( tex, v_texcoord );
float new_colour = (this_colour.r+this_colour.g+this_colour.b)/3.0;
gl_FragColor = vec4(new_colour,new_colour,new_colour,1.0);
vec4 this_colour = texture(tex, v_texcoord);
float new_colour = (this_colour.r + this_colour.g + this_colour.b) / 3.0;
fragColor = vec4(new_colour, new_colour, new_colour, 1.0);
}