uniform sampler2D sampler; uniform vec4 modulation; uniform float saturation; varying vec2 varyingTexCoords; void main() { vec4 tex = texture2D(sampler, varyingTexCoords); if (saturation != 1.0) { vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 ); desaturated = vec3( dot( desaturated, tex.rgb )); tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation ); } tex *= modulation; tex.rgb = vec3(1.0) - tex.rgb; tex.rgb *= tex.a; gl_FragColor = tex; }