in vec3 bitangent; in vec4 color; in float hue_change; in vec3 normal; in vec3 tangent; in vec2 uv; in float camdist; 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() { vec4 col = multi_sampleTextureLayer0(uv, camdist); if (hue_change > 0.0) { float mask = col.a; vec3 old_hsv = rgbToHsv(col.rgb); float mask_step = step(mask, 0.5); #if !defined(Advanced_Lighting_Enabled) // For similar color float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2) #else float saturation = mask * 2.5; #endif vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(hue_change, max(old_hsv.y, saturation)), vec2(mask_step, mask_step)); 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, 1.0); } vec3 final_color = col.xyz * color.xyz; #if defined(Advanced_Lighting_Enabled) vec4 layer_2 = multi_sampleTextureLayer2(uv, camdist); vec4 layer_3 = multi_sampleTextureLayer3(uv, camdist); o_diffuse_color = vec4(final_color, layer_2.z); vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0; vec3 frag_tangent = normalize(tangent); vec3 frag_bitangent = normalize(bitangent); vec3 frag_normal = normalize(normal); mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal); vec3 world_normal = t_b_n * tangent_space_normal; o_normal_color.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5; o_normal_color.zw = layer_2.xy; #else o_diffuse_color = vec4(final_color, 1.0); #endif }