#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; }