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authorRoman / Nea <roman.graef@gmail.com>2022-05-06 15:36:49 +0200
committerGitHub <noreply@github.com>2022-05-06 13:36:49 +0000
commitead065aa1303acc3f6834bcfceb77242702b5622 (patch)
treea298f0f0d7f6a50adf5725d38b530f4022d08bf8 /src/main/resources/assets/notenoughupdates/shaders/capes/screensaver/screensaver.frag
parent43257b6d28934b2ff9651f0a2654c46ea0a909ca (diff)
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Add screensaver cape and make shaders f3+t-able (#125)
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders/capes/screensaver/screensaver.frag')
-rw-r--r--src/main/resources/assets/notenoughupdates/shaders/capes/screensaver/screensaver.frag54
1 files changed, 54 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/capes/screensaver/screensaver.frag b/src/main/resources/assets/notenoughupdates/shaders/capes/screensaver/screensaver.frag
new file mode 100644
index 00000000..8985e717
--- /dev/null
+++ b/src/main/resources/assets/notenoughupdates/shaders/capes/screensaver/screensaver.frag
@@ -0,0 +1,54 @@
+#version 130
+
+uniform sampler2D textureIn;
+uniform int something;
+uniform vec2 dvdPosition;
+
+//Algorithm by sam hocevar
+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);
+}
+
+//Algorithm by hughsk
+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() {
+ vec2 diskUv = vec2(1, 634) / 1024;
+ vec2 diskSize = vec2(162, 78) / 1024;
+ float renderScale = 0.5;
+ vec2 renderSize = diskSize * renderScale;
+ vec2 positionTopLeft = dvdPosition / 1024;
+ vec2 positionBottomRight = positionTopLeft + renderSize;
+ vec4 texture = texture2D(textureIn, gl_TexCoord[0].st);
+ // vec4 texture = vec4(1.0, 0.0, 1.0, 1.0);
+ vec2 offset = gl_TexCoord[0].st - positionTopLeft;
+
+ if (0 <= offset.x && offset.x < renderSize.x && 0 <= offset.y && offset.y < renderSize.y) {
+ vec4 diskTexture = texture2D(textureIn, diskUv + offset / renderScale);
+ // vec4 diskTexture = vec4(1.0, 0.0, 0.0, 1.0);
+ if (diskTexture.w > 0.5) {
+ vec3 hehe = rgb2hsv(diskTexture.xyz);
+
+ float otherHue = float(something) / 255.0;
+ if (otherHue > 1){
+ hehe.x = 1;
+ } else if (otherHue < 0){
+ hehe.x = 0;
+ } else {
+ hehe.x = otherHue;
+ }
+
+ texture = vec4(hsv2rgb(hehe), 1.0);
+ }
+ }
+ gl_FragColor = texture;
+}