#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform float Blend; uniform sampler2D WorldTexture; out vec4 fragColor; void main() { vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0)); float lum = 0.5 * (min(c.r, min(c.g, c.b)) + max(c.r, max(c.g, c.b))); fragColor = vec4(lum, lum, lum, c.a) * Blend + c * (1.0 - Blend); }