#version 330 core in VS_OUT { vec2 UvPosition; vec2 Texture; vec3 Color; vec2 Light; } fs_in; uniform sampler2D textureAtlas; uniform vec2 windowSize; uniform float DayTime; 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,0.2,1.0); color = vec4(color.rgb * faceLight, color.a); gl_FragColor = color; }