#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(binding = 1) uniform sampler2D u_tex1; layout(location = SV_Target0) out vec4 FragColor; void main() { vec4 texColor = texture(u_tex0, v_texCoord); texColor.a = texture(u_tex1, v_texCoord).r; texColor.rgb *= texColor.a; // premultiply alpha channel texColor = v_color * texColor; FragColor.rgb = vec3(0.2126*texColor.r + 0.7152*texColor.g + 0.0722*texColor.b); FragColor.a = texColor.a; }