diff options
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.frag | 54 |
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; +} |