sepiaFragmentShader top-level property
Implementation
final ShaderObject sepiaFragmentShader = ShaderObject("sepiaPixelateF")
..AddUniformVars([uTexture, uScale])
..SetBody([
photoEffectHelper,
"""
void main() {
vec3 color = texelFetch(${uTexture}, ivec2(gl_FragCoord.xy), 0).rgb;
float gray = dot(color, vec3(0.3333));
// float gray = dot(color, vec3(0.2126, 0.7152, 0.0723));
${oFragColor} = vec4(SepiaColor(gray, ${uScale}), 1.0);
}
"""
]);