a36276811e
Also make sure all vertex colors are applied after colorization is done
42 lines
998 B
GLSL
42 lines
998 B
GLSL
in float hue_change;
|
|
|
|
in vec4 color;
|
|
in vec3 normal;
|
|
in vec2 uv;
|
|
|
|
layout(location = 0) out vec4 o_diffuse_color;
|
|
layout(location = 1) out vec4 o_normal_color;
|
|
|
|
#stk_include "utils/encode_normal.frag"
|
|
#stk_include "utils/rgb_conversion.frag"
|
|
#stk_include "utils/sp_texture_sampling.frag"
|
|
|
|
void main(void)
|
|
{
|
|
vec4 col = sampleTextureLayer0(uv);
|
|
if (col.a * color.a < 0.5)
|
|
{
|
|
discard;
|
|
}
|
|
|
|
if (hue_change > 0.0)
|
|
{
|
|
vec3 old_hsv = rgbToHsv(col.rgb);
|
|
vec2 new_xy = vec2(hue_change, old_hsv.y);
|
|
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 *= color.xyz;
|
|
|
|
#if defined(Advanced_Lighting_Enabled)
|
|
vec4 layer_2 = sampleTextureLayer2(uv);
|
|
o_diffuse_color = vec4(col.xyz, layer_2.z);
|
|
|
|
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
|
|
o_normal_color.zw = layer_2.xy;
|
|
#else
|
|
o_diffuse_color = vec4(col.xyz, 1.0);
|
|
#endif
|
|
|
|
}
|