#version 120 uniform vec4 mtkPrimaryColor; uniform sampler2D mtkTexture0; varying vec2 outTexCoord0; void main() { vec4 texColor = texture2D(mtkTexture0, outTexCoord0); vec4 fragColor = texColor * mtkPrimaryColor; float intensity = (0.21 * fragColor.r) + (0.72 * fragColor.g) + (0.07 * fragColor.b); intensity = floor(intensity * 3.95) / 4; gl_FragColor.r = (21.0 / 255.0) + intensity * (192.0 / 255.0); gl_FragColor.g = (71.0 / 255.0) + intensity * (133.0 / 255.0); gl_FragColor.b = (8.0 / 255.0) + intensity * (37.0 / 255.0); gl_FragColor.a = 1.0;//fragColor.a * 0.99; }