@module hueshift @vs vs in vec4 coord; out vec2 texUV; void main() { gl_Position = vec4(coord.xy, 0.0, 1.0); texUV = coord.zw; } @end @fs fs uniform sampler2D iChannel0; uniform uniforms { int is_colorless; // if greater than zero, no color float target_hue; float alpha; }; in vec2 texUV; out vec4 fragColor; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec4 texture2DAA(sampler2D tex, vec2 uv) { vec2 texsize = vec2(textureSize(tex,0)); vec2 uv_texspace = uv*texsize; vec2 seam = floor(uv_texspace+.5); uv_texspace = (uv_texspace-seam)/fwidth(uv_texspace)+seam; uv_texspace = clamp(uv_texspace, seam-.5, seam+.5); return texture(tex, uv_texspace/texsize); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec4 outColor = texture2DAA(iChannel0, texUV); outColor.a *= alpha; vec3 hsv = rgb2hsv(outColor.rgb); float green_hue = 118.0f / 360.0f; if(abs(hsv.r - green_hue) < 0.15) { if(is_colorless > 0) { hsv.y = 0.0f; } else { hsv.x = target_hue; } } fragColor = vec4(hsv2rgb(hsv), outColor.a); } @end @program program vs fs