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-rw-r--r--cwd/shaders/face.fs52
-rw-r--r--cwd/shaders/face.vs26
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;
+}