/* Shader 1 source, checksum 0 */ #version 120 #define SHADER_MODEL_2 #ifndef GL_ARB_half_float_pixel #define half float #define half2 vec2 #define half3 vec3 #define half4 vec4 #endif #define NG3D_MAX_HW_BONES 48 #line 46 #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect texture_base; uniform float GreyScaleFactor; uniform float Gamma; const half3 vToGrey = half3(0.2125, 0.7154, 0.0721); void main() { vec4 fragColor = texture2DRect(texture_base, gl_TexCoord[0].xy); float intensity = dot(vToGrey, fragColor.rgb) * GreyScaleFactor; fragColor = vec4(fragColor.rgb * (1.0 - GreyScaleFactor) + vec3(intensity, intensity, intensity), fragColor.a); fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / Gamma)); gl_FragColor = fragColor; } /* Compile status: fail */ /* Log Info: */ 0:10(2): preprocessor error: Invalid tokens after #