29 lines
398 B
GLSL
29 lines
398 B
GLSL
[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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out vec3 uv;
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void main()
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{
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gl_Position = mvp * pos;
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uv = vec3(uvs, pos.w);
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}
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[[fragment]]
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#include "include/hsv.glsl"
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uniform mediump vec4 col; // in HSV
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in mediump vec3 uv;
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out mediump vec4 frag;
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void main()
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{
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mediump float sat = tan(atan(uv.y, uv.x)) * 0.5 + 0.5;
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frag = vec4(hsv2rgb(vec3(col.r, sat, uv.x)), 1.0);
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}
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