e5cdf3a086
Except for the colorization stuff
55 lines
1.7 KiB
GLSL
55 lines
1.7 KiB
GLSL
flat in float hue_change;
|
|
|
|
in vec4 color;
|
|
in vec3 tangent;
|
|
in vec3 bitangent;
|
|
in vec3 normal;
|
|
in vec2 uv;
|
|
|
|
layout(location = 0) out vec4 o_diffuse_color;
|
|
layout(location = 1) out vec3 o_normal_depth;
|
|
layout(location = 2) out vec2 o_gloss_map;
|
|
|
|
#stk_include "utils/encode_normal.frag"
|
|
#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)
|
|
// For similar color
|
|
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
|
|
#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;
|
|
o_diffuse_color = vec4(final_color, 1.0);
|
|
|
|
#if defined(Advanced_Lighting_Enabled)
|
|
vec4 layer_3 = sampleTextureLayer3(uv);
|
|
vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
|
|
vec3 frag_tangent = normalize(tangent);
|
|
vec3 frag_bitangent = normalize(bitangent);
|
|
vec3 frag_normal = normalize(normal);
|
|
mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
|
|
vec3 world_normal = t_b_n * tangent_space_normal;
|
|
|
|
vec4 layer_2 = sampleTextureLayer2(uv);
|
|
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
|
|
o_normal_depth.z = layer_2.x;
|
|
o_gloss_map = layer_2.yz;
|
|
#endif
|
|
}
|