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; } `