diff --git a/shaders/glsl/func_normal.fp b/shaders/glsl/func_normal.fp deleted file mode 100644 index 7f9c9a1..0000000 --- a/shaders/glsl/func_normal.fp +++ /dev/null @@ -1,30 +0,0 @@ -uniform float timer; - -//taken from http://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness -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); -} - -vec4 ProcessTexel() -{ - vec4 texel = getTexel(vTexCoord.st); - vec3 colorHSV = rgb2hsv(texel.rgb); - //colorHSV.x += timer; - return vec4(hsv2rgb(colorHSV), texel.a); -} - -