ludum_dare_40/res/shaders/s2le/frag.gls
2024-08-07 04:58:40 +00:00

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#version 330 core
uniform sampler2D sampler;
uniform vec4 color1 = vec4(0, 1, 1, 1);
uniform vec4 color2 = vec4(0, 0, 1, 1);
uniform float time = 0, freq = 1;
uniform bool rgb = true, loop = false, textured = false;
in vec2 iTexCoords;
in float percent;
out vec4 color;
vec4 hsvToRgb(vec4 hsva);
void main() {
vec4 tcolor;
if(textured)
tcolor = texture(sampler, iTexCoords);
if(!textured || tcolor.xyz == vec3(1, 1, 1)) {
float finalPercent = mod((percent + time) * freq, 1);
if(loop) {
if(finalPercent > 0.5)
finalPercent = 1 - finalPercent;
finalPercent *= 2;
}
vec4 interpolated = color1 + (color2 - color1) * finalPercent;
if(rgb)
color = interpolated;
else
color = hsvToRgb(interpolated);
if(textured)
color.w = texture(sampler, iTexCoords).w;
}
else if(tcolor.w != 0)
color = tcolor;
else
discard;
}
vec4 hsvToRgb(vec4 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 vec4(c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), c.w);
}