axmol/core/renderer/shaders/dualSampler_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;
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layout(binding = 0) uniform sampler2D u_tex0;
layout(binding = 1) uniform sampler2D u_tex1;
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layout(std140) uniform fs_ub {
vec3 u_hsv;
};
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layout(location = SV_Target0) out vec4 FragColor;
void main()
{
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vec4 texColor = vec4(texture(u_tex0, v_texCoord).rgb, texture(u_tex1, v_texCoord).r);
texColor.rgb *= texColor.a; // Premultiply with Alpha channel
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texColor.rgb = transformHSV(texColor.rgb, u_hsv);
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FragColor = texColor * v_color;
}