2023-07-22 23:59:17 +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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2023-07-25 19:06:12 +08:00
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(location = TEXCOORD1) in float v_fogFactor;
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2023-07-22 23:59:17 +08:00
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(std140, binding = 0) uniform fs_ub {
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vec4 u_fogColor;
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};
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2023-07-25 19:06:12 +08:00
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layout(location = SV_Target0) out vec4 FragColor;
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2023-07-22 23:59:17 +08:00
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void main (void)
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{
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2023-07-25 19:06:12 +08:00
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vec4 finalColor = texture(u_tex0, v_texCoord);
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2023-07-22 23:59:17 +08:00
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FragColor = mix(u_fogColor, finalColor, v_fogFactor ); //out put finalColor
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}
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