axmol/core/renderer/shaders/dualSampler_gray.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(binding = 1) uniform sampler2D u_tex1;
layout(location = SV_Target0) out vec4 FragColor;
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void main()
{
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vec4 texColor = texture(u_tex0, v_texCoord);
texColor.a = texture(u_tex1, v_texCoord).r;
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texColor.rgb *= texColor.a; // premultiply alpha channel
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texColor = v_color * texColor;
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FragColor.rgb = vec3(0.2126*texColor.r + 0.7152*texColor.g + 0.0722*texColor.b);
FragColor.a = texColor.a;
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}