axmol/core/renderer/shaders/hsv.frag

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#version 310 es
precision highp float;
precision highp int;
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#include "colorUtils.glsl"
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layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(location = COLOR0) in vec4 v_color;
layout(binding = 0) uniform sampler2D u_tex0;
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layout(std140) uniform fs_ub {
vec3 u_hsv;
};
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
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{
vec4 outColor = texture(u_tex0, v_texCoord);
outColor.rgb = transformHSV(outColor.rgb, u_hsv);
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FragColor = outColor * v_color.a;
}