2023-08-10 18:53:35 +08:00
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#version 310 es
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precision highp float;
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precision highp int;
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2020-10-16 16:23:14 +08:00
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2023-08-10 18:53:35 +08:00
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#include "colorUtils.glsl"
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2023-08-10 18:53:35 +08:00
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(location = COLOR0) in vec4 v_color;
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2020-10-16 16:23:14 +08:00
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2023-08-10 18:53:35 +08:00
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(binding = 1) uniform sampler2D u_tex1;
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2020-10-16 16:23:14 +08:00
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2023-08-10 18:53:35 +08:00
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layout(std140) uniform fs_ub {
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vec3 u_hsv;
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};
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2020-10-16 16:23:14 +08:00
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2023-08-10 18:53:35 +08:00
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layout(location = SV_Target0) out vec4 FragColor;
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2023-07-19 23:41:16 +08:00
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2020-10-16 16:23:14 +08:00
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void main()
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{
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vec4 texColor = vec4(texture(u_tex0, v_texCoord).rgb, texture(u_tex1, v_texCoord).r);
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2020-10-16 16:23:14 +08:00
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texColor.rgb *= texColor.a; // Premultiply with Alpha channel
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2023-08-10 18:53:35 +08:00
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texColor.rgb = transformHSV(texColor.rgb, u_hsv);
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2020-10-16 16:23:14 +08:00
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2023-08-10 18:53:35 +08:00
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FragColor = texColor * v_color;
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2020-10-16 16:23:14 +08:00
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}
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