mirror of https://github.com/axmolengine/axmol.git
21 lines
391 B
GLSL
21 lines
391 B
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(location = COLOR0) in vec4 v_color;
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(std140) uniform fs_ub {
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vec4 u_color;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main(void)
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{
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FragColor = texture(u_tex0, v_texCoord) * v_color * u_color;
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}
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