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Minor optimization in zelda_monochrome_fragment_shader.

This commit is contained in:
Sergey Lipskiy 2015-04-17 21:57:30 +06:00
parent 3fe466c654
commit 2c2d2fd4ba

View File

@ -588,7 +588,7 @@ static const char* zelda_monochrome_fragment_shader =
" ivec2 coord = ivec2(gl_FragCoord.xy); \n"
" vec4 tex = texelFetch(uColorImage, coord, 0); \n"
//" lowp float c = (tex.r + tex.g + tex.b) / 3.0f; \n"
" lowp float c = 0.2126 * tex.r + 0.7152 * tex.g + 0.0722 * tex.b; \n"
" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex);\n"
" fragColor = vec4(c, c, c, 1.0); \n"
"} \n"
;