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#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;
}
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