Albatta, bu erda oddiy GLSL parcha shader bo'lib, u kirish matniga kulrang rangli filtrni qo'llaydi: ``` #version 330 in vec2 vTexCoord; out vec4 fragColor; uniform sampler2D tex; void main) { // berilgan matnda matnni namuna qiling vec4 texel = texture (((tex, vTexCoord); // Rangni kulrang rangga aylantiring yorug'lik usulidan foydalanib float yorug'lik = (((texel.rgb, vec3 (((0.299, 0.587, 0.114)); vec3 kulrang rang = ((( yorug'lik); // Chiqish kulrang rang parchalarColor = ((( vec4 grayscale, texel.a }); ``` Ushbu shader matnni kirish sifatida qabul qiladi va har bir RGB
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