2023-08-31 17:56:09 +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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2023-08-31 17:56:09 +08:00
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#include "colorUtils.glsl"
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2020-10-16 16:23:14 +08:00
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2023-08-31 17:56:09 +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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layout(binding = 0) uniform sampler2D u_tex0;
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2020-10-16 16:23:14 +08:00
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2023-08-31 17:56:09 +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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2023-08-31 17:56:09 +08:00
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layout(location = SV_Target0) out vec4 FragColor;
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2023-08-31 17:48:39 +08:00
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void main()
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2023-08-31 17:56:09 +08:00
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{
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vec4 outColor = texture(u_tex0, v_texCoord);
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outColor.rgb = transformHSV(outColor.rgb, u_hsv);
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2020-10-16 17:23:29 +08:00
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2023-08-31 17:56:09 +08:00
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FragColor = outColor * v_color.a;
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2020-10-16 16:23:14 +08:00
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}
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