axmol/tests/cpp-tests/Source/shaders/cylinder.frag

22 lines
639 B
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_sampler0;
layout(binding = 1) uniform sampler2D u_sampler1;
layout(std140, binding = 0) uniform fs_ub {
vec4 u_color;
float offset;
float duration;
};
layout(location = SV_Target0) out vec4 FragColor;
void main(void)
{
vec4 color = duration*vec4(0,0.8,0.4,1.0);
//blend two texture
FragColor = u_color*texture(u_sampler0, vec2(v_texCoord.x- 2.0 * offset,v_texCoord.y)) * vec4(0.3,0.3,0.3,1)+texture(u_sampler1,vec2(v_texCoord.x-offset,v_texCoord.y)).r*color;
}