21 lines
418 B
GLSL
21 lines
418 B
GLSL
#version 440 core
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out vec4 fcolor;
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in vec4 pos;
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vec3 hsv2rgb(vec3 c) {
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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() {
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float h = pos.w / 3 + .6;
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float s = 1;
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float v = smoothstep(3, -3, pos.z) / 2;
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vec3 hsv = vec3(h, s, v);
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fcolor = vec4(hsv2rgb(hsv), 1);
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} |