mirror of https://github.com/axmolengine/axmol.git
19 lines
522 B
GLSL
19 lines
522 B
GLSL
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#version 310 es
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precision highp float;
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(location = COLOR0) in vec4 v_light;
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layout(location = COLOR1) in vec4 v_dark;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(location = SV_Target0) out vec4 FragColor;
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void main() {
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vec4 texColor = texture(u_tex0, v_texCoord);
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float alpha = texColor.a * v_light.a;
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FragColor.a = alpha;
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FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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}
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