layout(location = 0) in vec4 f_vertex_color; layout(location = 1) in vec2 f_uv; layout(location = 3) flat in int f_material_id; layout(location = 4) in float f_hue_change; layout(location = 0) out vec4 o_color; #include "utils/sample_mesh_texture.h" #include "../utils/rgb_conversion.frag" void main() { vec4 tex_color = sampleMeshTexture0(f_material_id, f_uv); if (f_hue_change > 0.0) { float mask = tex_color.a; vec3 old_hsv = rgbToHsv(tex_color.rgb); float mask_step = step(mask, 0.5); #ifndef PBR_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(f_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)); tex_color = vec4(new_color.r, new_color.g, new_color.b, 1.0); } vec3 mixed_color = tex_color.xyz * f_vertex_color.xyz; o_color = vec4(mixed_color * 0.5, 0.5); }