uniform sampler2D texture; void main() { vec4 color = texture2D(texture, gl_TexCoord[0].xy); float f = (color.r + color.b + color.g)/3.0; float alpha = (float(gl_FragCoord.x)/800.0); if (f > 0.5) gl_FragColor = mix(vec4(1,1,1,1), color, alpha); else if (f > 0.3) gl_FragColor = mix(vec4(0.5,0.5,0.5,1.0), color, alpha); else gl_FragColor = mix(vec4(0,0,0,1), color, alpha); } /* EOF */