polyfox/moon

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resources/shaders/src/quad.frag

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shader_version
var_precision;
invar vec2 f_texcoord;
uniform sampler2D tex0;
uniform float opacity;
uniform vec4 color;
invar vec4 f_color;
uniform vec4 tone;
def_frag_color;

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(void) {
  const vec3 white = vec3(1.0, 1.0, 1.0);

  vec4 basecolor = texture(tex0, f_texcoord);
  if (basecolor.a == 0.0) discard; // alpha testing

  vec3 blendcolor = mix(basecolor.rgb, white, tone.rgb);

  /* Tone optimization
   * If the tone's saturation (color.alpha) is 100% then we can simply ignore
   * it, as hsv.input == input
   */
  if (tone.a != 1.0) { // tone testing
    frag_color = f_color * vec4(hsv2rgb(rgb2hsv(blendcolor) * vec3(1.0, tone.a, 1.0)),
                                 basecolor.a * opacity) * color;
  } else { // yay, we saved some GPU
    frag_color = f_color * vec4(blendcolor, basecolor.a * opacity) * color;
  }
}