diff options
Diffstat (limited to 'src/main/resources/assets')
-rw-r--r-- | src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh | 37 | ||||
-rw-r--r-- | src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh | 13 | ||||
-rw-r--r-- | src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh (renamed from src/main/resources/assets/skyhanni/shaders/chroma.fsh) | 8 | ||||
-rw-r--r-- | src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh (renamed from src/main/resources/assets/skyhanni/shaders/chroma.vsh) | 8 |
4 files changed, 58 insertions, 8 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); +}
\ No newline at end of file diff --git a/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh b/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh new file mode 100644 index 000000000..4895d119e --- /dev/null +++ b/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh @@ -0,0 +1,13 @@ +// Chroma Vertex Shader +// (Same as textured_chroma.vsh but isn't restricted to only texture elements) + +#version 130 + +out vec4 originalColor; + +void main() { + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + + // Pass original color to fragment + originalColor = gl_Color; +}
\ No newline at end of file diff --git a/src/main/resources/assets/skyhanni/shaders/chroma.fsh b/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh index 7b48a62f9..2f3d76af7 100644 --- a/src/main/resources/assets/skyhanni/shaders/chroma.fsh +++ b/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh @@ -1,8 +1,8 @@ -// Chroma Fragment Shader +// 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 120 +#version 130 uniform float chromaSize; uniform float timeOffset; @@ -11,8 +11,8 @@ uniform bool forwardDirection; uniform sampler2D outTexture; -varying vec2 outTextureCoords; -varying vec4 outColor; +in vec2 outTextureCoords; +in vec4 outColor; float rgb2b(vec3 rgb) { return max(max(rgb.r, rgb.g), rgb.b); diff --git a/src/main/resources/assets/skyhanni/shaders/chroma.vsh b/src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh index 5f5030d07..87ca9fece 100644 --- a/src/main/resources/assets/skyhanni/shaders/chroma.vsh +++ b/src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh @@ -1,10 +1,10 @@ -// Chroma Vertex Shader +// Textured Chroma Vertex Shader // Credit: https://github.com/BiscuitDevelopment/SkyblockAddons/blob/main/src/main/resources/assets/skyblockaddons/shaders/program/chroma_screen_textured.vsh -#version 120 +#version 130 -varying vec2 outTextureCoords; -varying vec4 outColor; +out vec2 outTextureCoords; +out vec4 outColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |