2018-02-02 08:17:24 -05:00
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in float hue_change;
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2017-12-25 01:00:10 -05:00
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in vec4 color;
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in vec3 normal;
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in vec2 uv;
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layout(location = 0) out vec4 o_diffuse_color;
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2018-02-06 23:49:45 -05:00
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layout(location = 1) out vec4 o_normal_color;
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2017-12-25 01:00:10 -05:00
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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2017-12-29 05:10:51 -05:00
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#stk_include "utils/sp_texture_sampling.frag"
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2017-12-25 01:00:10 -05:00
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void main(void)
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{
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2018-01-21 21:43:22 -05:00
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vec4 col = sampleTextureLayer0(uv);
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2017-12-25 01:00:10 -05:00
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if (col.a * color.a < 0.5)
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{
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discard;
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}
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if (hue_change > 0.0)
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{
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vec3 old_hsv = rgbToHsv(col.rgb);
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vec2 new_xy = vec2(hue_change, old_hsv.y);
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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col = vec4(new_color.r, new_color.g, new_color.b, col.a);
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}
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2022-09-15 22:58:17 -04:00
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col.xyz *= color.xyz;
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2017-12-25 01:00:10 -05:00
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#if defined(Advanced_Lighting_Enabled)
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2018-01-21 21:43:22 -05:00
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vec4 layer_2 = sampleTextureLayer2(uv);
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2018-02-06 23:49:45 -05:00
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o_diffuse_color = vec4(col.xyz, layer_2.z);
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o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_color.zw = layer_2.xy;
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#else
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o_diffuse_color = vec4(col.xyz, 1.0);
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2017-12-25 01:00:10 -05:00
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#endif
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2018-02-06 23:49:45 -05:00
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2017-12-25 01:00:10 -05:00
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}
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