axmol/core/renderer/shaders/label_normal.frag

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#version 310 es
precision highp float;
precision highp int;
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layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0;
layout(std140) uniform fs_ub {
vec4 u_textColor;
};
layout(location = SV_Target0) out vec4 FragColor;
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void main()
{
FragColor = v_color * vec4(u_textColor.rgb,// RGB from uniform
u_textColor.a * texture(u_tex0, v_texCoord).x// x from texture & uniform
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);
}