uniform sampler2D texture; uniform lowp vec4 tone; uniform lowp float opacity; uniform lowp vec4 color; uniform lowp vec4 flash; 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), tone.w); /* Apply tone */ frag.rgb += tone.rgb; /* Apply opacity */ frag.a *= opacity; /* Apply color */ frag.rgb = mix(frag.rgb, color.rgb, color.a); /* Apply flash */ frag.rgb = mix(frag.rgb, flash.rgb, flash.a); gl_FragColor = frag; }