in float hue_change; in vec4 color; 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) { vec4 col = sampleTextureLayer0(uv); if (col.a * color.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); } col.xyz *= color.xyz; #if defined(Advanced_Lighting_Enabled) 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); #endif }