#version 420
#extension GL_ARB_texture_gather : enable
// shader 58b8411478181d7f //inventory luminance

layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;

void main()
{
vec3 R0f = texture(textureUnitPS0, passParameterSem2.xy).xyz;
R0f.x = dot(R0f, vec3(0.299, 0.587, 0.114));
R0f.x = pow(R0f.x, 0.45);
// export
passPixelColor0 = vec4(R0f.x);
}
