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@@ -53,13 +53,32 @@ varying vec4 pass_color; |
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const float cos_45 = 0.70710678118; |
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const float cos_45 = 0.70710678118; |
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const float PI = 3.14159265358979323846264; |
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const float PI = 3.14159265358979323846264; |
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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 = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); |
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vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); |
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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 main(void) |
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void main(void) |
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{ |
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{ |
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vec4 color = texture2D(in_texture, pass_texcoord.xy - |
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vec4 color = texture2D(in_texture, pass_texcoord.xy - |
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vec2(pass_texcoord.z * in_sprite_flip, 0.0)) * |
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pass_color; |
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vec2(pass_texcoord.z * in_sprite_flip, 0.0)); |
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if (color.a < 0.01) |
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if (color.a < 0.01) |
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discard; |
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discard; |
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gl_FragColor = color * pass_color; |
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vec3 hsv = rgb2hsv(color.rgb); |
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hsv.x = fract(hsv.x + rgb2hsv(pass_color.rgb).x); |
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gl_FragColor = vec4(hsv2rgb(hsv), color.a); |
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} |
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} |
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