axmol/core/renderer/shaders/quadTexture.frag

21 lines
394 B
GLSL

#version 310 es
precision highp float;
precision highp int;
layout(location = 1) in vec4 ColorOut;
layout(location = 0) in vec2 TextureCoordOut;
layout(binding = 0) uniform sampler2D u_tex0;
layout(std140, binding = 0) uniform fs_ub {
vec4 u_color;
};
layout(location = 0) out vec4 FragColor;
void main(void)
{
FragColor = texture(u_tex0, TextureCoordOut) * ColorOut * u_color;
}