stk-code_catmod/data/shaders/sp_grass.frag

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GLSL
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in float hue_change;
in vec3 normal;
in vec2 uv;
layout(location = 0) out vec4 o_diffuse_color;
layout(location = 1) out vec4 o_normal_color;
#stk_include "utils/encode_normal.frag"
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.frag"
void main(void)
{
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vec4 col = sampleTextureLayer0(uv);
if (col.a < 0.5)
{
discard;
}
if (hue_change > 0.0)
{
vec3 old_hsv = rgbToHsv(col.rgb);
vec2 new_xy = vec2(hue_change, old_hsv.y);
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
col = vec4(new_color.r, new_color.g, new_color.b, col.a);
}
o_diffuse_color = vec4(col.xyz, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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vec4 layer_2 = sampleTextureLayer2(uv);
o_diffuse_color = vec4(col.xyz, layer_2.z);
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_color.zw = layer_2.xy;
#else
o_diffuse_color = vec4(col.xyz, 1.0);
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#endif
}