I have this “any color” 2d filter:
uniform sampler2D bgl_RenderedTexture; void main(void)
{
vec4 texcolor = texture2D(bgl_RenderedTexture,
gl_TexCoord[0].st);
float gray = dot(texcolor.rgb,
vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray * vec3(0.8, 1.0, 1.2),
texcolor.a);
}
I have never written a 2d filter before so I have no idea what to do. All I want to do is make this so it only messes with the render 30% instead of 100%.
Thanks