#define HIGH_PRECISION_VERTEX #include "sh_Utils.h" #include "sh_Masking.h" layout(location = 2) in highp vec2 v_TexCoord; layout(location = 0) out vec4 o_Colour; void main(void) { highp float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]); o_Colour = getRoundedColor(hsv2rgb(vec4(hueValue, 1, 1, 1)), v_TexCoord); }