Merge branch 'shader_preprocessor' into shaders_again
All checks were successful
Run ReCI Build Test / Explore-Gitea-Actions (push) Successful in 1m56s
All checks were successful
Run ReCI Build Test / Explore-Gitea-Actions (push) Successful in 1m56s
This commit is contained in:
30
assets/shader_programs/shared.glsl
Normal file
30
assets/shader_programs/shared.glsl
Normal file
@@ -0,0 +1,30 @@
|
||||
#ifndef include_shared
|
||||
#define include_shared
|
||||
#version 120
|
||||
|
||||
vec3 rgb2hsb( in 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);
|
||||
}
|
||||
|
||||
// Function from Iñigo Quiles
|
||||
// https://www.shadertoy.com/view/MsS3Wc
|
||||
vec3 hsb2rgb( in vec3 c ){
|
||||
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
|
||||
6.0)-3.0)-1.0,
|
||||
0.0,
|
||||
1.0 );
|
||||
rgb = rgb*rgb*(3.0-2.0*rgb);
|
||||
return c.z * mix(vec3(1.0), rgb, c.y);
|
||||
}
|
||||
#endif
|
Reference in New Issue
Block a user