60 lines
1.7 KiB
GLSL
60 lines
1.7 KiB
GLSL
shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_hue : hint_albedo;
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uniform sampler2D texture_lightness : hint_white;
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uniform sampler2D texture_saturation : hint_white;
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uniform sampler2D texture_alpha : hint_black;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void vertex() {
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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VERTEX.x += cos(TIME)*VERTEX.y/4.0;
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VERTEX.z += sin(TIME)*VERTEX.y/4.0;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 hue_tex = texture(texture_hue,base_uv);
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vec4 lightness_tex = texture(texture_lightness,base_uv);
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vec4 saturation_tex = texture(texture_saturation,base_uv);
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vec4 alpha_tex = texture(texture_alpha,base_uv);
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ALBEDO = albedo.rgb;
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vec3 hsv = vec3( hue_tex.r, saturation_tex.r, lightness_tex.r );
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ALBEDO *= hsv2rgb(hsv);
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METALLIC = metallic;
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ROUGHNESS = roughness;
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SPECULAR = specular;
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ALPHA = albedo.a * alpha_tex.r;
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ALPHA_SCISSOR = 0.1;
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}
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