Files
PCK-Studio/MinecraftUSkinEditor/Classes/StoneVOX/data/shaders/wireframe.vs
PhoenixARC 10f1c8daa0 update
2021-08-09 19:05:20 -04:00

56 lines
1.2 KiB
GLSL

#version 130
in vec3 position;
in float color;
out vec4 _color;
uniform mat4 modelview;
uniform vec3 highlight;
uniform vec3 normal;
uniform float light = 1.0;
uniform vec3 lowclamp = vec3(0,0,0);
uniform vec3 highclamp = vec3(1,1,1);
uniform float alpha = 1.0;
uniform vec3 colors[128];
uniform vec3 vHSV = vec3(0,0,0);
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 v = vec4(position,1.0);
gl_Position = modelview * v;
vec3 fragRGB = colors[int(color)]*light;
vec3 fragHSV = rgb2hsv(fragRGB);
float h = vHSV.x / 1.0;
fragHSV.x *= h;
fragHSV.yz *= vHSV.yz;
fragHSV.x = mod(fragHSV.x, 1.0);
fragHSV.y = clamp(fragHSV.y, 0.0, 1.0);
fragHSV.z = clamp(fragHSV.z, 0.0, 1.0);
fragRGB = hsv2rgb(fragHSV);
_color = vec4(fragRGB,alpha);
}