26 lines
817 B
GLSL
26 lines
817 B
GLSL
uniform float h; /// set:1.58 tip:"hue color shift"
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uniform float s; /// set:1.51 tip:"gray: <1, saturate: >1"
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uniform float v; /// set:1.05 tip:"black: <1, white: >1"
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vec3 hsv2rgb(vec3 c) {
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return mix(vec3(1.),clamp((abs(fract(c.r+vec3(3.,2.,1.)/3.)*6.-3.)-1.),0.,1.),c.g)*c.b;
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}
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vec3 rgb2hsv(vec3 c) {
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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 vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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void main() {
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vec2 uv = TEXCOORD.st;
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vec4 src = texture2D( iChannel0, uv );
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vec3 c = rgb2hsv(src.rgb);
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FRAGCOLOR = vec4( hsv2rgb(c * vec3(h,s,v)), src.a );
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}
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