Hi,
I’m just beginning to learn how to write custom2D filters and I wrote this filter :
/* Grayscale */
uniform sampler2D bgl_RenderedTexture;
void main(void)
{
vec4 color = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
float fAvg = (color.r + color.g + color.b) / 3.0;
color = vec4(fAvg, fAvg, fAvg, 0);
gl_FragColor = color;
}
which functions properly when the viewport shading mode is set to ‘solid’, but when set to ‘textured’ gives me a gray screen.
Can anyone tell me why?
Thanks,
Dean