#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(std140) uniform fs_ub { vec3 u_hsv; }; layout(location = SV_Target0) out vec4 FragColor; void main() { vec4 outColor = texture(u_tex0, v_texCoord); outColor.rgb = transformHSV(outColor.rgb, u_hsv); FragColor = outColor * v_color.a; }