mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
48 lines
1.4 KiB
GLSL
48 lines
1.4 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define SRGB_TO_LINEAR(c) pow((c), vec3(2.2))
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#define LINEAR_TO_SRGB(c) pow((c), vec3(1.0 / 2.2))
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#define SRGB(r, g, b) SRGB_TO_LINEAR(vec3(r, g, b) / 255.0)
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void main() {
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vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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vec3 COLOR0 = SRGB(252., 3., 111.);
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vec3 COLOR1 = SRGB(190., 3., 252.);
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float t = length(v_vTexcoord) / sqrt(2.);
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t = smoothstep(0.0, 1.0, clamp(t, 0.0, 1.0));
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vec3 color = mix(COLOR0, COLOR1, t);
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color = LINEAR_TO_SRGB(color);
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vec4 b = vec4(color, 1.);
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float lum = dot(c.rgb, vec3(0.2126, 0.7152, 0.0722));
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vec4 blend = lum > 0.5? (1. - (1. - 2. * (b - 0.5)) * (1. - c)) : ((2. * b) * c);
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blend = 0.5 + (blend * 1.75 - 0.5) * 0.66;
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gl_FragColor = blend;
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}
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