stk-code_catmod/data/shaders/object_pass2.frag
Benau 9e8fb63dc4 Fix AZDO with colorization
Also re-arrange texture layer
2016-11-30 13:52:06 +08:00

48 lines
1.3 KiB
GLSL

#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D SpecMap;
layout(bindless_sampler) uniform sampler2D colorization_mask;
#else
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
uniform sampler2D colorization_mask;
#endif
uniform vec2 color_change;
in vec2 uv;
in vec4 color;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
#stk_include "utils/rgb_conversion.frag"
void main(void)
{
#ifdef Use_Bindless_Texture
vec4 col = texture(Albedo, uv);
float mask = texture(colorization_mask, uv).a;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float mask = texture(colorization_mask, uv).a;
#endif
if (color_change.x > 0.0)
{
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(color_change.x, max(old_hsv.y, color_change.y)), 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, col.a);
}
col.xyz *= pow(color.xyz, vec3(2.2));
float specmap = texture(SpecMap, uv).g;
float emitmap = texture(SpecMap, uv).b;
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.);
}