51 lines
1.1 KiB
Plaintext
51 lines
1.1 KiB
Plaintext
shader_type canvas_item;
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uniform vec4 old_palette[32];
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uniform vec4 new_palette[32];
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uniform int glowing[32];
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const float pe = 0.004;
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struct DyeResult{
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vec4 color;
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int index;
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};
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DyeResult dye(vec4 color){
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for(int i = 0; i<32; i++){
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if(distance(color, old_palette[i]) < pe){
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return DyeResult(new_palette[i], i);
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}
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}
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return DyeResult(color, -1);
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}
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vec4 rgb2hsv(vec4 inp){
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vec3 c = inp.rgb;
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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 vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, inp.a);
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}
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vec4 hsv2rgb(vec4 inp){
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vec3 c = inp.xyz;
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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 vec4( c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), inp.a);
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}
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void fragment() {
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DyeResult dy = dye(texture(TEXTURE, UV));
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if(dy.index != -1 && glowing[dy.index] == 1){
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vec4 hsv = rgb2hsv(dy.color);
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hsv.z += sin(TIME*1.5)*0.1;
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COLOR = hsv2rgb(hsv);
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}
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else{
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COLOR = dy.color;
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}
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}
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