X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgraphics%2Fshader.cpp;fp=src%2Fgraphics%2Fshader.cpp;h=d09d9c94ac5d10b97b4e2d3acf7b54caeaca0aeb;hb=1c2994622a6b73f90cbd3ec9c09ffb4d7724cab4;hp=021d77fab19d8e152050bc125bf2ab12e676a8a4;hpb=d5ef462f3bd70a9717c1309466ce8d90b038c5cd;p=blank.git diff --git a/src/graphics/shader.cpp b/src/graphics/shader.cpp index 021d77f..d09d9c9 100644 --- a/src/graphics/shader.cpp +++ b/src/graphics/shader.cpp @@ -186,13 +186,15 @@ DirectionalLighting::DirectionalLighting() "#version 330 core\n" "layout(location = 0) in vec3 vtx_position;\n" "layout(location = 1) in vec3 vtx_tex_uv;\n" - "layout(location = 2) in vec3 vtx_color;\n" - "layout(location = 3) in vec3 vtx_normal;\n" + "layout(location = 2) in vec3 vtx_hsl_mod;\n" + "layout(location = 3) in vec3 vtx_rgb_mod;\n" + "layout(location = 4) in vec3 vtx_normal;\n" "uniform mat4 M;\n" "uniform mat4 MV;\n" "uniform mat4 MVP;\n" "out vec3 frag_tex_uv;\n" - "out vec3 frag_color;\n" + "out vec3 frag_hsl_mod;\n" + "out vec3 frag_rgb_mod;\n" "out vec3 vtx_viewspace;\n" "out vec3 normal;\n" "void main() {\n" @@ -200,14 +202,16 @@ DirectionalLighting::DirectionalLighting() "vtx_viewspace = (MV * vec4(vtx_position, 1)).xyz;\n" "normal = (M * vec4(vtx_normal, 0)).xyz;\n" "frag_tex_uv = vtx_tex_uv;\n" - "frag_color = vtx_color;\n" + "frag_hsl_mod = vtx_hsl_mod;\n" + "frag_rgb_mod = vtx_rgb_mod;\n" "}\n" ); program.LoadShader( GL_FRAGMENT_SHADER, "#version 330 core\n" "in vec3 frag_tex_uv;\n" - "in vec3 frag_color;\n" + "in vec3 frag_hsl_mod;\n" + "in vec3 frag_rgb_mod;\n" "in vec3 vtx_viewspace;\n" "in vec3 normal;\n" "uniform sampler2DArray tex_sampler;\n" @@ -215,9 +219,26 @@ DirectionalLighting::DirectionalLighting() "uniform vec3 light_color;\n" "uniform float fog_density;\n" "out vec3 color;\n" + "vec3 rgb2hsl(vec3 c) {\n" + "vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);\n" + "vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n" + "vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n" + "float d = q.x - min(q.w, q.y);\n" + "float e = 1.0e-10;\n" + "return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n" + "}\n" + "vec3 hsl2rgb(vec3 c) {\n" + "vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);\n" + "vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n" + "return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n" + "}\n" "void main() {\n" "vec3 tex_color = texture(tex_sampler, frag_tex_uv).rgb;\n" - "vec3 base_color = tex_color * frag_color;\n" + "vec3 hsl_color = rgb2hsl(tex_color);\n" + "hsl_color.x += frag_hsl_mod.x;\n" + "hsl_color.y *= frag_hsl_mod.y;\n" + "hsl_color.z *= frag_hsl_mod.z;\n" + "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n" "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n" // this should be the same as the clear color, otherwise looks really weird "vec3 fog_color = vec3(0, 0, 0);\n"