#version 310 es precision highp float; precision highp int; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(location = POSITION) in vec4 v_position; layout(binding = 0) uniform sampler2D u_sampler0; layout(binding = 1) uniform sampler2D u_sampler1; layout(std140) uniform fs_ub { vec3 u_target_pos; vec4 u_color; }; layout(location = SV_Target0) out vec4 FragColor; void main(void) { float Radius = 4.0;//project range vec3 UVector = vec3(1.0, 0.0, 0.0)/(2.0 * Radius); vec3 VVector = vec3(0.0, 0.0, -1.0)/(-2.0 * Radius); vec2 coord; coord.x = dot(v_position.xyz - u_target_pos, UVector) + 0.5; coord.y = dot(v_position.xyz - u_target_pos, VVector) + 0.5; FragColor = u_color*texture(u_sampler0,v_texCoord)*texture(u_sampler1,coord); }