Pixel-Composer/build/Windows/0/cache/sh_blend_hue.shader

79 lines
2.2 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform int tile_type;
uniform int useMask;
uniform int preserveAlpha;
uniform sampler2D mask;
uniform sampler2D fore;
uniform float opacity;
float sampleMask() {
if(useMask == 0) return 1.;
vec4 m = texture2D( mask, v_vTexcoord );
return (m.r + m.g + m.b) / 3. * m.a;
}
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord );
vec3 _hsv0 = rgb2hsv(_col0.rgb);
vec2 fore_tex = v_vTexcoord;
if(tile_type == 0)
fore_tex = v_vTexcoord;
else if(tile_type == 1)
fore_tex = fract(v_vTexcoord * dimension);
vec4 _col1 = texture2D( fore, fore_tex );
vec3 _hsv1 = rgb2hsv(_col1.rgb);
_hsv1.yz = _hsv0.yz;
float al = _col1.a + _col0.a * (1. - _col1.a);
vec4 res = vec4(mix(_col0.rgb, hsv2rgb(_hsv1), _col1.a * opacity * sampleMask()), _col0.a);
res.rgb /= al;
res.a = preserveAlpha == 1? _col0.a : res.a;
gl_FragColor = res;
}