#version 330 core
in vec2 TexCoords;
out vec4 FragColor;
uniform sampler2D screenTexture;
uniform float time;
uniform int effectType;
void main() {
vec3 color = texture(screenTexture, TexCoords).rgb;
// Apply different effects based on effectType
if (effectType == 1) {
// Grayscale effect
float gray = dot(color, vec3(0.299, 0.587, 0.114));
color = vec3(gray);
} else if (effectType == 2) {
// Sepia effect
color = vec3(
dot(color, vec3(0.393, 0.769, 0.189)),
dot(color, vec3(0.349, 0.686, 0.168)),
dot(color, vec3(0.272, 0.534, 0.131))
);
}
FragColor = vec4(color, 1.0);
}