ExperimentalGear/shaders/laser.fs

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2021-07-25 20:10:06 +02:00
#version 330
#extension GL_ARB_separate_shader_objects : enable
#ifdef GL_ES
precision mediump float;
#endif
layout(location = 1) in vec2 fsTex;
layout(location = 0) out vec4 target;
uniform sampler2D mainTex;
uniform vec4 color;
uniform float objectGlow;
// 20Hz flickering. 0 = Miss, 1 = Inactive, 2 & 3 = Active alternating.
uniform int hitState;
// 0 = body, 1 = entry, 2 = exit
uniform int laserPart;
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);
}
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);
}
void main() {
float hs = float(hitState);
float lp = step(1., float(laserPart));
float x = fsTex.x;
if (x < 0.0 || x > 1.0)
{
target = vec4(0);
return;
}
float y = mix(max(1, hs) / 4, fsTex.y, lp);
vec4 mainColor = texture(mainTex, vec2(x, y));
vec3 mainHsv = rgb2hsv(mainColor.xyz);
vec4 final = vec4(mix(hsv2rgb(vec3(mainHsv.xy + rgb2hsv(color.xyz).xy, mainHsv.z)), mainColor.xyz * color.xyz, lp), mainColor.a * color.a);
target = final;
}