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 = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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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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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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vec4 c = texture(u_tex0, v_texCoord);
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vec4 final = c;
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final.r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
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final.g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
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final.b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
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FragColor = final;
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}
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