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56 lines
1.2 KiB
GLSL
56 lines
1.2 KiB
GLSL
#version 130
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in vec3 position;
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in float color;
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out vec4 _color;
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uniform mat4 modelview;
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uniform vec3 highlight;
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uniform vec3 normal;
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uniform float light = 1.0;
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uniform vec3 lowclamp = vec3(0,0,0);
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uniform vec3 highclamp = vec3(1,1,1);
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uniform float alpha = 1.0;
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uniform vec3 colors[128];
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uniform vec3 vHSV = vec3(0,0,0);
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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vec4 v = vec4(position,1.0);
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gl_Position = modelview * v;
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vec3 fragRGB = colors[int(color)]*light;
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vec3 fragHSV = rgb2hsv(fragRGB);
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float h = vHSV.x / 1.0;
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fragHSV.x *= h;
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fragHSV.yz *= vHSV.yz;
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fragHSV.x = mod(fragHSV.x, 1.0);
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fragHSV.y = clamp(fragHSV.y, 0.0, 1.0);
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fragHSV.z = clamp(fragHSV.z, 0.0, 1.0);
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fragRGB = hsv2rgb(fragHSV);
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_color = vec4(fragRGB,alpha);
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} |