stk-code_catmod/data/shaders/grass_pass2.frag
2017-08-09 13:00:09 +08:00

42 lines
1.2 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
in vec3 nor;
in vec2 uv;
uniform vec2 color_change;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"
#stk_include "utils/rgb_conversion.frag"
void main(void)
{
vec4 color = texture(Albedo, uv);
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
#endif
if (color.a < 0.5) discard;
float mask = texture(colorization_mask, uv).a;
if (color_change.x > 0.0)
{
vec3 old_hsv = rgbToHsv(color.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));
color.xyz = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
}
float specmap = texture(SpecMap, uv).g;
float emitmap = texture(SpecMap, uv).b;
vec3 LightFactor = getLightFactor(color.xyz, vec3(1.), specmap, emitmap);
FragColor = vec4(LightFactor, 1.);
}