uniform float u_Time; uniform sampler2D u_Tex0; varying vec2 v_TexCoord; vec4 sepia(vec4 color) { return vec4(dot(color, vec4(.393, .769, .189, .0)), dot(color, vec4(.349, .686, .168, .0)), dot(color, vec4(.272, .534, .131, .0)), 1); } void main() { gl_FragColor = sepia(texture2D(u_Tex0, v_TexCoord)); }