#version 330 core
in VS_OUT {
vec2 UvPosition;
flat vec4 Texture;
flat vec3 Color;
flat vec2 Light;
flat int Face;
} fs_in;
uniform sampler2D textureAtlas;
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 = vec4(fs_in.Face / 1000.0f, fs_in.Face / 1000.0f, fs_in.Face / 1000.0f, 1.0f);
gl_FragColor = vec4(fs_in.UvPosition.xy,0.0f,1.0f);
return;
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+=fs_in.Color;
gl_FragColor = vec4(hsv2rgb(hsvColor),1);
//float faceLight = clamp((fs_in.Light.x + fs_in.Light.y) / 15.0,0.2,1.0);
//gl_FragColor = vec4(gl_FragColor.rgb * faceLight,gl_FragColor.a);
}