projectile_effect_manager/shdProjectileEffect.fsh
2026-09-23 15:54:19 +02:00

31 lines
929 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vHsv;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec4 col = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec3 hsv = rgb2hsv(col.rgb);
hsv = vec3(
fract(hsv.r + v_vHsv.r),
clamp(hsv.g + v_vHsv.g, 0.0, 1.0),
clamp(hsv.b + v_vHsv.b, 0.0, 1.0)
);
col.rgb = hsv2rgb(hsv);
gl_FragColor = col;
}