#version 330 in vec2 texcoord; uniform sampler2D tex; uniform float opacity; vec4 default_post_processing(vec4 c); vec4 window_shader() { vec2 texsize = textureSize(tex, 0); vec4 color = texture2D(tex, texcoord / texsize, 0); color = vec4(vec3(0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b) * opacity, color.a * opacity); // color = vec4(0.0, color.g * opacity, 0.0, color.a * opacity); // color = vec4(color.r * opacity, 0.0, 0.0, color.a * opacity); return default_post_processing(color); }