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#version 300 es
// Pure Red Channel Shader - OPTIMIZED
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
// Using Rec. 709 for consistency
const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);
void main() {
vec4 pixColor = texture(tex, v_texcoord);
float gray = dot(pixColor.rgb, LUMA);
fragColor = vec4(gray, 0.0, 0.0, pixColor.a);
}
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