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