59 lines
1.4 KiB
GLSL
59 lines
1.4 KiB
GLSL
#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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#endif
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uniform float custom_alpha;
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flat in float hue_change;
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in vec2 uv;
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in vec4 color;
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out vec4 o_diffuse_color;
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#stk_include "utils/rgb_conversion.frag"
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void main()
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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if (hue_change > 0.0)
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{
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float mask = col.a;
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vec3 old_hsv = rgbToHsv(col.rgb);
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float mask_step = step(mask, 0.5);
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#if !defined(Advanced_Lighting_Enabled)
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float saturation = mask * 2.1;
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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(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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col = vec4(new_color.r, new_color.g, new_color.b, 1.0);
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}
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vec3 final_color = col.xyz * color.xyz;
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#if !defined(Advanced_Lighting_Enabled)
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#if !defined(sRGB_Framebuffer_Usable)
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final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
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#else
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final_color = final_color * 0.5;
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#endif
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#endif
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o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha);
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}
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