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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs38
1 files changed, 3 insertions, 35 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index bd2a2d7..30d44d2 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -1,50 +1,18 @@
#version 330 core
in VS_OUT {
- vec2 UvPosition;
vec3 Texture;
vec3 Color;
- vec2 Light;
} fs_in;
out vec4 fragColor;
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);
+ 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);
- fragColor = color;
-} \ No newline at end of file
+ fragColor = vec4(color.rgb * fs_in.Color, 1.0);
+}