diff options
Diffstat (limited to 'cwd/shaders')
-rw-r--r-- | cwd/shaders/face.fs | 52 | ||||
-rw-r--r-- | cwd/shaders/face.vs | 26 |
2 files changed, 78 insertions, 0 deletions
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs new file mode 100644 index 0000000..d132d7e --- /dev/null +++ b/cwd/shaders/face.fs @@ -0,0 +1,52 @@ +#version 330 core + +in VS_OUT { + vec2 UvPosition; + vec4 Texture; + vec3 Color; +} fs_in; + +uniform sampler2D textureAtlas; +uniform float time; +uniform vec2 windowSize; + +vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) { + float x = TextureAtlasCoords.x; + float y = TextureAtlasCoords.y; + float w = TextureAtlasCoords.z; + float h = TextureAtlasCoords.w; + vec2 A = vec2(x, 1 - y - h); + vec2 B = vec2(x + w, 1 - y); + return A + UvCoords * (B - 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 = 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() { + gl_FragColor = texture(textureAtlas,TransformTextureCoord(fs_in.Texture,fs_in.UvPosition)); + if (gl_FragColor.a < 0.3) + discard; + vec3 hsvColor = rgb2hsv(gl_FragColor.xyz); + /*hsvColor[0]+=fs_in.Color; + hsvColor[1]=0.63; + hsvColor[2]+=0.1;*/ + hsvColor+=fs_in.Color; + gl_FragColor = vec4(hsv2rgb(hsvColor),1); + //gl_FragColor = vec4(fs_in.Color,1); +}
\ No newline at end of file diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs new file mode 100644 index 0000000..c2f75ba --- /dev/null +++ b/cwd/shaders/face.vs @@ -0,0 +1,26 @@ +#version 330 core +layout (location = 0) in vec3 position; +layout (location = 2) in vec2 UvCoordinates; +layout (location = 7) in vec4 Texture; +layout (location = 8) in mat4 model; +layout (location = 12) in vec3 color; + +out VS_OUT { + vec2 UvPosition; + vec4 Texture; + vec3 Color; +} vs_out; + +uniform mat4 view; +uniform mat4 projection; +uniform float time; + +void main() +{ + vec4 sourcePosition = vec4(position,1.0f); + gl_Position = projection * view * model * sourcePosition; + + vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); + vs_out.Texture = Texture; + vs_out.Color = color; +} |