axmol/core/renderer/shaders/dualSampler_hsv.frag

28 lines
651 B
GLSL

#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(binding = 1) uniform sampler2D u_tex1;
layout(std140) uniform fs_ub {
vec3 u_hsv;
};
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
vec4 texColor = vec4(texture(u_tex0, v_texCoord).rgb, texture(u_tex1, v_texCoord).r);
texColor.rgb *= texColor.a; // Premultiply with Alpha channel
texColor.rgb = transformHSV(texColor.rgb, u_hsv);
FragColor = texColor * v_color;
}