#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); }