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@module hueshift
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@vs vs
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in vec4 coord;
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out vec2 texUV;
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void main() {
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gl_Position = vec4(coord.xy, 0.0, 1.0);
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texUV = coord.zw;
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}
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@end
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@fs fs
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uniform sampler2D iChannel0;
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uniform uniforms {
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int is_colorless; // if greater than zero, no color
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float target_hue;
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float alpha;
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};
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in vec2 texUV;
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out vec4 fragColor;
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vec3 rgb2hsv(vec3 c)
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{
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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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vec4 texture2DAA(sampler2D tex, vec2 uv) {
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vec2 texsize = vec2(textureSize(tex,0));
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vec2 uv_texspace = uv*texsize;
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vec2 seam = floor(uv_texspace+.5);
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uv_texspace = (uv_texspace-seam)/fwidth(uv_texspace)+seam;
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uv_texspace = clamp(uv_texspace, seam-.5, seam+.5);
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return texture(tex, uv_texspace/texsize);
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}
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vec3 hsv2rgb(vec3 c)
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{
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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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vec4 outColor = texture2DAA(iChannel0, texUV);
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outColor.a *= alpha;
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vec3 hsv = rgb2hsv(outColor.rgb);
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float green_hue = 118.0f / 360.0f;
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if(abs(hsv.r - green_hue) < 0.15) {
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if(is_colorless > 0)
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{
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hsv.y = 0.0f;
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} else {
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hsv.x = target_hue;
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}
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}
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fragColor = vec4(hsv2rgb(hsv), outColor.a);
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}
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@end
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@program program vs fs
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