uniform sampler2D SCREEN_TEXTURE; void fragment() { highp vec4 color = zTextureSpec(SCREEN_TEXTURE, UV); highp mat3 m = mat3( vec3(0.000,1.000,0.000), vec3(0.000,0.000,1.000), vec3(-0.165,0.165,1.000) ); highp vec3 result = color.rgb * m; COLOR = vec4(result, 1); }