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fixed the greyscale shader using lerp instead of mix
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@ -720,7 +720,7 @@ static const char* greyscaleFS =
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"{\n"
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" vec3 base = texture2D(texture, gl_TexCoord[0].xy).rgb;\n"
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" vec3 grey = vec3(0.299 * base.r + 0.587 * base.g + 0.114 * base.b);\n"
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" gl_FragColor = vec4(lerp(base, grey, greyscale), 1.0);\n"
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" gl_FragColor = vec4(mix(base, grey, greyscale), 1.0);\n"
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"}\n"
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"";
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