stk-code_catmod/data/shaders/sp_ghost.frag
Benau 45957af6f8 Remove !sRGB in shader which is always true now
Also don't use tonemap in RTT
2018-01-22 12:54:39 +08:00

38 lines
1.0 KiB
GLSL

uniform float custom_alpha;
flat in float hue_change;
in vec2 uv;
in vec4 color;
out vec4 o_diffuse_color;
#stk_include "utils/rgb_conversion.frag"
#stk_include "utils/sp_texture_sampling.frag"
void main()
{
vec4 col = sampleTextureLayer0(uv);
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)
float saturation = mask * 2.1;
#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)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#endif
o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha);
}