pepy/src/shader.frag

45 lines
1.1 KiB
GLSL

#version 300 es
/* Pepy by @ohsqueezy [ohsqueezy.itch.io] */
precision mediump float;
in vec2 uv;
in vec3 color;
uniform sampler2D base_texture;
uniform vec3 blend_min_hsv;
uniform float time;
uniform bool scroll;
uniform bool textured;
out vec4 myOutputColor;
/* from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl, licensed under WTFPL */
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(void)
{
if (textured)
{
// if (scroll)
// {
// ivec2 texture_size = textureSize(base_texture, 0);
// float speed = time * 35.0;
// gl_FragColor = texelFetch(base_texture, ivec2(mod(vec2(gl_FragCoord.x + speed, gl_FragCoord.y - speed), texture_size)), 0);
// }
// else
// {
myOutputColor = texture(base_texture, uv);
// }
}
else
{
myOutputColor = vec4(color, 1.0);
}
/* apply blending, leaving alpha unchanged */
myOutputColor.xyz = min(myOutputColor.xyz, hsv2rgb(blend_min_hsv));
}