uniform float opacity; uniform bool invert_color; uniform sampler2D tex; void main() { vec4 c = texture2D(tex, gl_TexCoord[0].xy); float y = dot(c.rgb, vec3(0.299, 0.587, 0.114)); // y = 1.0 -y; gl_FragColor = vec4(y, y, y, 1.0); }