uniform sampler2D texture; uniform lowp float gray; varying vec2 v_texCoord; const vec3 lumaF = vec3(.299, .587, .114); void main() { /* Sample source color */ vec4 frag = texture2D(texture, v_texCoord); /* Apply gray */ float luma = dot(frag.rgb, lumaF); frag.rgb = mix(frag.rgb, vec3(luma), gray); gl_FragColor = frag; }