axmol/tests/cpp-tests/Source/shaders/example_Sepia.fsh

21 lines
534 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(location = SV_Target0) out vec4 FragColor;
void main(void)
{
vec4 c = texture(u_tex0, v_texCoord);
vec4 final = c;
final.r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
final.g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
final.b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
FragColor = final;
}