axmol/core/renderer/shaders/label_normal.frag

22 lines
481 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(std140) uniform fs_ub {
vec4 u_textColor;
};
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
FragColor = v_color * vec4(u_textColor.rgb,// RGB from uniform
u_textColor.a * texture(u_tex0, v_texCoord).x// x from texture & uniform
);
}