mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-13 00:52:43 +00:00
a50683c84e
basically starting over... this is gonna be fun!
60 lines
1.4 KiB
GLSL
60 lines
1.4 KiB
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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uniform float Time;
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uniform vec2 Frequency;
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uniform vec2 WobbleAmount;
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out vec4 fragColor;
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vec3 hue(float h)
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{
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float r = abs(h * 6.0 - 3.0) - 1.0;
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float g = 2.0 - abs(h * 6.0 - 2.0);
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float b = 2.0 - abs(h * 6.0 - 4.0);
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return clamp(vec3(r,g,b), 0.0, 1.0);
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}
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vec3 HSVtoRGB(vec3 hsv) {
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return ((hue(hsv.x) - 1.0) * hsv.y + 1.0) * hsv.z;
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}
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vec3 RGBtoHSV(vec3 rgb) {
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vec3 hsv = vec3(0.0);
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hsv.z = max(rgb.r, max(rgb.g, rgb.b));
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float min = min(rgb.r, min(rgb.g, rgb.b));
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float c = hsv.z - min;
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if (c != 0.0)
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{
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hsv.y = c / hsv.z;
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vec3 delta = (hsv.z - rgb) / c;
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delta.rgb -= delta.brg;
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delta.rg += vec2(2.0, 4.0);
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if (rgb.r >= hsv.z) {
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hsv.x = delta.b;
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} else if (rgb.g >= hsv.z) {
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hsv.x = delta.r;
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} else {
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hsv.x = delta.g;
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}
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hsv.x = fract(hsv.x / 6.0);
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}
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return hsv;
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}
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void main() {
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float xOffset = sin(texCoord.y * Frequency.x + Time * 3.1415926535 * 2.0) * WobbleAmount.x;
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float yOffset = cos(texCoord.x * Frequency.y + Time * 3.1415926535 * 2.0) * WobbleAmount.y;
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vec2 offset = vec2(xOffset, yOffset);
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vec4 rgb = texture(DiffuseSampler, texCoord + offset);
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vec3 hsv = RGBtoHSV(rgb.rgb);
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hsv.x = fract(hsv.x + Time);
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fragColor = vec4(HSVtoRGB(hsv), 1.0);
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}
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