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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 color;
void main (void)
{
mat3 m1 = mat3(color.rgb, color.rgb, color.rgb);
mat3 m2 = mat3(1.0, 0.5, 0.5, 0.5, 1.0, 0.5, 0.5, 0.5, 1.0);
mat3 m3 = mat3(0.0);
vec3 result = vec3(0.0, 0.0, 0.0);
m3[0][0] = m1[0][0] * m2[0][0];
m3[0][1] = m1[0][1] * m2[0][1];
m3[0][2] = m1[0][2] * m2[0][2];
m3[1][0] = m1[1][0] * m2[1][0];
m3[1][1] = m1[1][1] * m2[1][1];
m3[1][2] = m1[1][2] * m2[1][2];
m3[2][0] = m1[2][0] * m2[2][0];
m3[2][1] = m1[2][1] * m2[2][1];
m3[2][2] = m1[2][2] * m2[2][2];
result[0] += m3[0][0];
result[0] += m3[0][1];
result[0] += m3[0][2];
result[1] += m3[1][0];
result[1] += m3[1][1];
result[1] += m3[1][2];
result[2] += m3[2][0];
result[2] += m3[2][1];
result[2] += m3[2][2];
gl_FragColor = vec4(result / 2.0, 1.0);
}
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