#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform float Blend; uniform sampler2D WorldTexture; out vec4 fragColor; void main() { vec4 c = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy), 0); float lum = 0.5 * (min(c.r, min(c.g, c.b)) + max(c.r, max(c.g, c.b))); fragColor = mix(c, vec4(lum, lum, lum, c.a), Blend); }