#version 310 es precision highp float; precision highp int; #include "colorUtils.glsl" layout(location = TEXCOORD0) in vec2 v_texCoord; layout(location = COLOR0) in vec4 v_color; layout(binding = 0) uniform sampler2D u_tex0; layout(binding = 1) uniform sampler2D u_tex1; layout(std140) uniform fs_ub { vec3 u_hsv; }; layout(location = SV_Target0) out vec4 FragColor; void main() { vec4 texColor = vec4(texture(u_tex0, v_texCoord).rgb, texture(u_tex1, v_texCoord).r); texColor.rgb *= texColor.a; // Premultiply with Alpha channel texColor.rgb = transformHSV(texColor.rgb, u_hsv); FragColor = texColor * v_color; }