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$input v_color0, v_texcoord0
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
#include "common.sh"
// User-supplied
uniform vec4 u_saturation;
// Samplers
SAMPLER2D(s_tex, 0);
void main()
{
vec4 base = texture2D(s_tex, v_texcoord0);
vec3 rgb = base.rgb;
vec3 gray = vec3(0.299, 0.587, 0.114);
float luma = dot(rgb, gray);
vec3 chroma = rgb - luma;
vec3 saturated = luma + chroma * u_saturation.x;
gl_FragColor = vec4(saturated, base.a);
}
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