Files
stk-code/data/shaders/ge_shaders/unlit.frag
T

46 lines
1.3 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;
layout(location = 5) in vec3 f_normal;
layout(location = 8) in vec4 f_world_position;
layout(location = 0) out vec4 o_color;
layout(location = 1) out vec4 o_normal;
#include "utils/sample_mesh_texture.glsl"
#include "../utils/rgb_conversion.frag"
#include "utils/handle_pbr.glsl"
#include "../utils/encode_normal.frag"
void main()
{
#ifdef PBR_ENABLED
vec4 tex_color = sampleMeshTexture0(f_material_id, f_uv);
if (tex_color.a * f_vertex_color.a < 0.5)
discard;
if (f_hue_change > 0.0)
{
vec3 old_hsv = rgbToHsv(tex_color.rgb);
vec2 new_xy = vec2(f_hue_change, old_hsv.y);
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, tex_color.a);
}
vec3 diffuse_color = tex_color.xyz * f_vertex_color.xyz;
vec3 normal = normalize(f_normal.xyz);
if (u_deferred)
{
o_color = vec4(diffuse_color, 0.4);
o_normal.xy = EncodeNormal(normal);
o_normal.zw = vec2(0.0);
}
else
{
vec3 pbr = vec3(0.0, 0.0, 0.4);
o_color = vec4(handlePBR(diffuse_color, pbr, f_world_position, normal),
1.0);
}
#endif
}