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2025-04-24 17:03:28 +08:00
module.exports =
`
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform float f_alpha;
uniform float d_H1;
uniform float d_H2;
void main()
{
vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);
v_orColor.a = (v_orColor.r >= 0.5) ? f_alpha : v_orColor.a;
if(v_orColor.g >= 0.5){
v_orColor.r = d_H1 / 1000000.0 / 255.0;
v_orColor.g = mod(d_H1, 1000000.0) / 1000.0 / 255.0;
v_orColor.b = mod(d_H1, 1000.0) / 255.0;
v_orColor.a = 0.4;
if (d_H1 == 0.0) {
v_orColor.a = 0.0;
}
}
else if(v_orColor.b >= 0.5){
v_orColor.r = d_H2 / 1000000.0 / 255.0;
v_orColor.g = mod(d_H2, 1000000.0) / 1000.0 / 255.0;
v_orColor.b = mod(d_H2, 1000.0) / 255.0;
v_orColor.a = 0.4;
if (d_H2 == 0.0) {
v_orColor.a = 0.0;
}
}
else {
v_orColor.a = 0.0;
}
gl_FragColor = v_orColor;
}
`