mirror of https://github.com/axmolengine/axmol.git
22 lines
626 B
GLSL
22 lines
626 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(binding = 0) uniform sampler2D u_sampler0;
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layout(binding = 1) uniform sampler2D u_sampler1;
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layout(std140) uniform fs_ub {
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vec4 u_color;
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float offset;
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float duration;
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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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vec4 color = duration*vec4(0,0.8,0.4,1.0);
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//blend two texture
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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;
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}
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