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60 lines
1.8 KiB
GLSL

layout(location = 0) in vec4 f_vertex_color;
layout(location = 1) in vec2 f_uv;
layout(location = 3) flat in int f_material_id;
layout(location = 4) in float f_hue_change;
#ifdef PBR_ENABLED
layout(location = 5) in vec3 f_normal;
layout(location = 8) in vec4 f_world_position;
#endif
layout(location = 0) out vec4 o_color;
#include "utils/sample_mesh_texture.glsl"
#include "../utils/rgb_conversion.frag"
#ifdef PBR_ENABLED
#include "utils/handle_pbr.glsl"
#include "../utils/encode_normal.frag"
layout(location = 1) out vec4 o_normal;
#endif
void main()
{
vec4 tex_color = sampleMeshTexture0(f_material_id, f_uv);
if (f_hue_change > 0.0)
{
float mask = tex_color.a;
vec3 old_hsv = rgbToHsv(tex_color.rgb);
float mask_step = step(mask, 0.5);
#ifndef PBR_ENABLED
// For similar color
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
#else
float saturation = mask * 2.5;
#endif
vec2 new_xy = mix(vec2(old_hsv.x, old_hsv.y), vec2(f_hue_change,
max(old_hsv.y, saturation)), vec2(mask_step, mask_step));
vec3 new_color = hsvToRgb(vec3(new_xy.x, new_xy.y, old_hsv.z));
tex_color = vec4(new_color.r, new_color.g, new_color.b, 1.0);
}
#ifndef PBR_ENABLED
vec3 mixed_color = tex_color.xyz * f_vertex_color.xyz;
o_color = vec4(mixed_color, 1.0);
#else
vec3 diffuse_color = tex_color.xyz * f_vertex_color.xyz;
vec3 normal = normalize(f_normal.xyz);
vec3 pbr = sampleMeshTexture2(f_material_id, f_uv).xyz;
if (u_deferred)
{
o_color = vec4(diffuse_color, pbr.z);
o_normal.xy = EncodeNormal(normal);
o_normal.zw = pbr.xy;
}
else
{
o_color = vec4(handlePBR(diffuse_color, pbr, f_world_position, normal),
1.0);
}
#endif
}