Shader update

This commit is contained in:
paulevsGitch 2021-07-18 19:27:04 +03:00
parent 5afaf5f324
commit 5c6c4677b0
4 changed files with 137 additions and 6 deletions

View file

@ -14,15 +14,34 @@ in vec2 texCoord0;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
if (tex.a < 0.1) {
discard;
}
vec4 color = tex * ColorModulator;
if (tex.a > 0.99) {
color = color * vertexColor;
vec4 vertex = vertexColor;
if (tex.a < 0.99) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
color.a = 1.0;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}

View file

@ -0,0 +1,47 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
if (tex.a < 0.1) {
discard;
}
vec4 color = tex * ColorModulator;
vec4 vertex = vertexColor;
if (tex.a < 0.99) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
color.a = 1.0;
fragColor = color;
}

View file

@ -0,0 +1,46 @@
#version 150
#moj_import <fog.glsl>
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
uniform float FogStart;
uniform float FogEnd;
uniform vec4 FogColor;
in float vertexDistance;
in vec4 vertexColor;
in vec2 texCoord0;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
if (tex.a < 0.1) {
discard;
}
vec4 color = tex * ColorModulator;
vec4 vertex = vertexColor;
if (tex.a < 0.99) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}

View file

@ -14,12 +14,31 @@ in vec2 texCoord0;
out vec4 fragColor;
vec3 rgbToHSV(vec3 color) {
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(color.bg, k.wz), vec4(color.gb, k.xy), step(color.b, color.g));
vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsvToRGB(vec3 color) {
vec4 k = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(color.xxx + k.xyz) * 6.0 - k.www);
return color.z * mix(k.xxx, clamp(p - k.xxx, 0.0, 1.0), color.y);
}
void main() {
vec4 tex = texture(Sampler0, texCoord0);
vec4 color = tex * ColorModulator;
if (tex.a > 0.99) {
color = color * vertexColor;
vec4 vertex = vertexColor;
if (tex.a < 0.99) {
vec3 hsv = rgbToHSV(vertex.rgb);
hsv.z = 1.0;
vertex.rgb = hsvToRGB(hsv);
}
color = linear_fog(color * vertex, vertexDistance, FogStart, FogEnd, FogColor);
color.a = 1.0;
fragColor = linear_fog(color, vertexDistance, FogStart, FogEnd, FogColor);
fragColor = color;
}