Files
CodenameEngine/assets/shaders/engine/updaterShader.frag
T
2024-03-23 02:34:39 +01:00

34 lines
882 B
GLSL

#pragma header
uniform float elapsed;
uniform float strength;
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() {
vec2 coords = getCamPos(openfl_TextureCoordv);
vec4 color = flixel_texture2D(bitmap, openfl_TextureCoordv);
vec3 hsv = rgb2hsv(color.rgb);
hsv.g = (1.0/3.0) * strength * coords.y;
hsv.r = mod(elapsed + coords.x + coords.y, 1.0);
gl_FragColor = vec4(hsv2rgb(hsv), color.a);
}