42 lines
1013 B
GLSL
42 lines
1013 B
GLSL
#version 110
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uniform float hue;
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uniform float saturation;
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uniform float brightness;
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uniform sampler2D myTexture;
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varying vec2 vTexCoord;
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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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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(void) {
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vec4 tex_color = texture2D(myTexture, vTexCoord);
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vec3 hsv = rgb2hsv(tex_color.rgb);
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hsv.r += (hue/360.0);
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hsv.g *= (saturation*0.01);
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hsv.b *= (brightness*0.01);
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vec3 rgb = hsv2rgb(hsv);
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gl_FragColor = vec4(
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rgb.r,
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rgb.g,
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rgb.b,
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tex_color.a
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);
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} |