stk-code_catmod/data/shaders/sp_solid.frag
2018-01-23 01:16:45 +08:00

45 lines
1.3 KiB
GLSL

flat 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 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(void)
{
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_2 = sampleTextureLayer2(uv);
o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
o_normal_depth.z = layer_2.x;
o_gloss_map = layer_2.yz;
#endif
}