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| author | Moulberry <james.jenour@student.scotch.wa.edu.au> | 2020-11-08 17:44:27 +1100 |
|---|---|---|
| committer | Moulberry <james.jenour@student.scotch.wa.edu.au> | 2020-11-08 17:44:27 +1100 |
| commit | 07403ec86c53f67b94d988b4c01a0afc2fdb2810 (patch) | |
| tree | fba4b3c37b02c42267e03a07453d3941c98fd66d /src/main/resources/assets/notenoughupdates/shaders/make_gold.frag | |
| parent | fc4143dd3c892b11ae5f427fcecc22044ff98460 (diff) | |
| parent | ec0660e41145d3d9ed479b3e697afddf8ddc8c4c (diff) | |
| download | NotEnoughUpdates-1.7-REL.tar.gz NotEnoughUpdates-1.7-REL.tar.bz2 NotEnoughUpdates-1.7-REL.zip | |
uh yeah its pretty necessary guys
Diffstat (limited to 'src/main/resources/assets/notenoughupdates/shaders/make_gold.frag')
| -rw-r--r-- | src/main/resources/assets/notenoughupdates/shaders/make_gold.frag | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag b/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag new file mode 100644 index 00000000..e771f2c2 --- /dev/null +++ b/src/main/resources/assets/notenoughupdates/shaders/make_gold.frag @@ -0,0 +1,38 @@ +#version 120 + +varying vec4 passColour; +varying vec3 passPosition; +uniform sampler2D textureIn; + +uniform float amount; + +//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() { + vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); + + vec3 hsv = rgb2hsv(texture.rgb); + + float hue = mod(hsv.x + amount + passPosition.x*4.0f, 1.0f); + float sat = hsv.y*0.7f; + float val = hsv.z; + vec3 fade = hsv2rgb(vec3(hue, sat, val)); + + gl_FragColor = vec4(fade.rgb, texture.a); +} |
