45 lines
1.2 KiB
GLSL
45 lines
1.2 KiB
GLSL
#ifdef Use_Bindless_Texture
|
|
layout(bindless_sampler) uniform sampler2D Albedo;
|
|
layout(bindless_sampler) uniform sampler2D SpecMap;
|
|
#else
|
|
uniform sampler2D Albedo;
|
|
uniform sampler2D SpecMap;
|
|
uniform sampler2D colorization_mask;
|
|
#endif
|
|
|
|
uniform vec2 color_change;
|
|
|
|
in vec2 uv;
|
|
in vec4 color;
|
|
out vec4 FragColor;
|
|
|
|
#stk_include "utils/getLightFactor.frag"
|
|
#stk_include "utils/rgb_conversion.frag"
|
|
|
|
void main(void)
|
|
{
|
|
#ifdef Use_Bindless_Texture
|
|
vec4 col = texture(Albedo, uv);
|
|
#ifdef SRGBBindlessFix
|
|
col.xyz = pow(col.xyz, vec3(2.2));
|
|
#endif
|
|
#else
|
|
vec4 col = texture(Albedo, uv);
|
|
float mask = texture(colorization_mask, uv).a;
|
|
#endif
|
|
|
|
if (color_change.x > 0.0)
|
|
{
|
|
vec3 old_hsv = rgbToHsv(col.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));
|
|
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 *= pow(color.xyz, vec3(2.2));
|
|
float specmap = texture(SpecMap, uv).g;
|
|
float emitmap = texture(SpecMap, uv).b;
|
|
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.);
|
|
}
|