out vec4 sk_FragColor; | |
uniform mat4 colorXform; | |
layout (binding = 0) uniform sampler2D s; | |
void main() { | |
vec4 tmpColor; | |
sk_FragColor = (tmpColor = texture(s, vec2(1.0)), colorXform != mat4(1.0) ? vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor); | |
} |