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#version 100

precision mediump float;

// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;

// NOTE: Add here your custom variables

void main()
{
    // Texel color fetching from texture sampler
    vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
    
    // Convert texel color to grayscale using NTSC conversion weights
    float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
    
    // Calculate final fragment color
    gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}