From 16ef943b3c2ce8db2331332261143a12bdba61cf Mon Sep 17 00:00:00 2001 From: Vixid <52578495+VixidDev@users.noreply.github.com> Date: Sat, 14 Oct 2023 10:05:48 +0100 Subject: Feature: SBA Chroma but in SH (#487) Porting SBA's chroma into SkyHanni with many more options and chroma everything. #487 --- .../resources/assets/skyhanni/shaders/chroma.fsh | 43 ++++++++++++++++++++++ .../resources/assets/skyhanni/shaders/chroma.vsh | 15 ++++++++ 2 files changed, 58 insertions(+) create mode 100644 src/main/resources/assets/skyhanni/shaders/chroma.fsh create mode 100644 src/main/resources/assets/skyhanni/shaders/chroma.vsh (limited to 'src/main/resources/assets/skyhanni/shaders') diff --git a/src/main/resources/assets/skyhanni/shaders/chroma.fsh b/src/main/resources/assets/skyhanni/shaders/chroma.fsh new file mode 100644 index 000000000..7b48a62f9 --- /dev/null +++ b/src/main/resources/assets/skyhanni/shaders/chroma.fsh @@ -0,0 +1,43 @@ +// 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 + +uniform float chromaSize; +uniform float timeOffset; +uniform float saturation; +uniform bool forwardDirection; + +uniform sampler2D outTexture; + +varying vec2 outTextureCoords; +varying 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 diff --git a/src/main/resources/assets/skyhanni/shaders/chroma.vsh b/src/main/resources/assets/skyhanni/shaders/chroma.vsh new file mode 100644 index 000000000..5f5030d07 --- /dev/null +++ b/src/main/resources/assets/skyhanni/shaders/chroma.vsh @@ -0,0 +1,15 @@ +// Chroma Vertex Shader +// Credit: https://github.com/BiscuitDevelopment/SkyblockAddons/blob/main/src/main/resources/assets/skyblockaddons/shaders/program/chroma_screen_textured.vsh + +#version 120 + +varying vec2 outTextureCoords; +varying vec4 outColor; + +void main() { + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + + // Pass the color & texture coords to the fragment shader + outColor = gl_Color; + outTextureCoords = gl_MultiTexCoord0.st; +} -- cgit