axmol/core/renderer/shaders/dualSampler_gray.frag

25 lines
625 B
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_tex0;
layout(binding = 1) uniform sampler2D u_tex1;
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
vec4 texColor = texture(u_tex0, v_texCoord);
texColor.a = texture(u_tex1, v_texCoord).r;
texColor.rgb *= texColor.a; // premultiply alpha channel
texColor = v_color * texColor;
FragColor.rgb = vec3(0.2126*texColor.r + 0.7152*texColor.g + 0.0722*texColor.b);
FragColor.a = texColor.a;
}