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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs48
1 files changed, 48 insertions, 0 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
new file mode 100644
index 0000000..98b389a
--- /dev/null
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -0,0 +1,48 @@
+#version 330 core
+
+in VS_OUT {
+ vec2 UvPosition;
+ vec3 Texture;
+ vec3 Color;
+ vec2 Light;
+} fs_in;
+
+uniform sampler2DArray textureAtlas;
+uniform float DayTime;
+uniform float MinLightLevel;
+
+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 = 1.0e-10;
+ 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 color = texture(textureAtlas,fs_in.Texture);
+ if (color.a < 0.3)
+ discard;
+
+ vec3 hsvColor = rgb2hsv(color.xyz);
+ hsvColor+=fs_in.Color;
+ color = vec4(hsv2rgb(hsvColor),1);
+
+ float light = fs_in.Light.x / 15.0;
+ float skyLight = (fs_in.Light.y / 15.0) * DayTime;
+
+ float faceLight = clamp(light + skyLight,MinLightLevel,1.0);
+
+ color = vec4(color.rgb * faceLight, color.a);
+ gl_FragColor = color;
+} \ No newline at end of file