diff options
Diffstat (limited to 'src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh')
-rw-r--r-- | src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh b/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh new file mode 100644 index 000000000..8e10708bb --- /dev/null +++ b/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh @@ -0,0 +1,37 @@ +// Chroma Fragment Shader +// (Same as textured_chroma.fsh but isn't restricted to textured elements) + +#version 130 + +uniform float chromaSize; +uniform float timeOffset; +uniform float saturation; +uniform bool forwardDirection; + +in vec4 originalColor; + +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() { + // 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); +}
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