precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; 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); }