35 lines
1.1 KiB
GLSL
35 lines
1.1 KiB
GLSL
layout(location = 0) in vec4 f_vertex_color;
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layout(location = 1) in vec2 f_uv;
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layout(location = 3) flat in int f_material_id;
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layout(location = 4) in float f_hue_change;
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layout(location = 0) out vec4 o_color;
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#include "utils/sample_mesh_texture.h"
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#include "../utils/rgb_conversion.frag"
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void main()
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{
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vec4 tex_color = sampleMeshTexture0(f_material_id, f_uv);
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if (f_hue_change > 0.0)
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{
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float mask = tex_color.a;
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vec3 old_hsv = rgbToHsv(tex_color.rgb);
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float mask_step = step(mask, 0.5);
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#ifndef PBR_ENABLED
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// For similar color
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float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
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#else
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float saturation = mask * 2.5;
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#endif
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vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(f_hue_change,
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max(old_hsv.y, saturation)), vec2(mask_step, mask_step));
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vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
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tex_color = vec4(new_color.r, new_color.g, new_color.b, 1.0);
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}
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vec3 mixed_color = tex_color.xyz * f_vertex_color.xyz;
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o_color = vec4(mixed_color, 1.0);
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}
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