axmol/core/renderer/shaders/particleTexture.frag

21 lines
391 B
GLSL

#version 310 es
precision highp float;
precision highp int;
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 {
vec4 u_color;
};
layout(location = SV_Target0) out vec4 FragColor;
void main(void)
{
FragColor = texture(u_tex0, v_texCoord) * v_color * u_color;
}