stk-code_catmod/data/shaders/sp_ghost.frag

59 lines
1.4 KiB
GLSL

#ifdef Use_Bindless_Texture
flat in sampler2D tex_layer_0;
#else
// spm layer 1 texture
uniform sampler2D tex_layer_0;
#endif
#ifdef Use_Array_Texture
uniform sampler2DArray tex_array;
flat in float array_0;
#endif
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"
void main()
{
#ifdef Use_Array_Texture
vec4 col = texture(tex_array, vec3(uv, array_0));
#else
vec4 col = texture(tex_layer_0, uv);
#endif
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)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha);
}