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authorVixid <52578495+VixidDev@users.noreply.github.com>2024-02-20 18:44:13 +0000
committerGitHub <noreply@github.com>2024-02-20 19:44:13 +0100
commitcba23271513a6809f24760a4b93687d8148f813f (patch)
tree7ad6e9cbb31587cb65817745410fa92ab85272d8 /src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh
parent841a231b8a0d219592fbfbeb4dfb573b97e409ff (diff)
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Adds a chroma shader to be used on non-textured GUI elements. #960
Diffstat (limited to 'src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh')
-rw-r--r--src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh43
1 files changed, 43 insertions, 0 deletions
diff --git a/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh b/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh
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index 000000000..2f3d76af7
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+++ b/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh
@@ -0,0 +1,43 @@
+// Textured Chroma Fragment Shader
+// Modified from SkyblockAddons
+// Credit: https://github.com/BiscuitDevelopment/SkyblockAddons/blob/main/src/main/resources/assets/skyblockaddons/shaders/program/chroma_screen_textured.fsh
+
+#version 130
+
+uniform float chromaSize;
+uniform float timeOffset;
+uniform float saturation;
+uniform bool forwardDirection;
+
+uniform sampler2D outTexture;
+
+in vec2 outTextureCoords;
+in vec4 outColor;
+
+float rgb2b(vec3 rgb) {
+ return max(max(rgb.r, rgb.g), rgb.b);
+}
+
+vec3 hsb2rgb_smooth(vec3 c) {
+ vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
+ rgb = rgb * rgb * (3.0 - 2.0 * rgb); // Cubic smoothing
+ return c.z * mix(vec3(1.0), rgb, c.y);
+}
+
+void main() {
+ vec4 originalColor = texture2D(outTexture, outTextureCoords) * outColor;
+
+ // Determine the direction chroma moves
+ float fragCoord;
+ if (forwardDirection) {
+ fragCoord = gl_FragCoord.x - gl_FragCoord.y;
+ } else {
+ fragCoord = gl_FragCoord.x + gl_FragCoord.y;
+ }
+
+ // The hue takes in account the position, chroma settings, and time
+ float hue = mod(((fragCoord) / chromaSize) - timeOffset, 1.0);
+
+ // Set the color to use the new hue & original saturation/value/alpha values
+ gl_FragColor = vec4(hsb2rgb_smooth(vec3(hue, saturation, rgb2b(originalColor.rgb))), originalColor.a);
+} \ No newline at end of file