Add hsv.gdshaderinc to shaderlibrary, provide an example and update README.md - implement #12
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README.md
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README.md
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@ -45,3 +45,22 @@ void fragment() {
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COLOR = mix(COLOR, texture(img2, UV), .2);
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}
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```
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## Shaderlib
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This repo comes with a (still small) shader library including pre-written functions and more.
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Have a look at the `shaderlib` folder.
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Here is an example on how to use it (the `hsv.gdshader` example):
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```glsl
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shader_type canvas_item;
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#include "res://shaderlib/hsv.gdshaderinc"
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//!load ./swamp.jpg
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void fragment() {
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COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
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}
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```
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examples/hsv.gdshader
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examples/hsv.gdshader
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shader_type canvas_item;
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#include "res://shaderlib/hsv.gdshaderinc"
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//!load ./swamp.jpg
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void fragment() {
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COLOR = hsv_multiply(hsv_offset(COLOR, -0.3, 0.9, 0.0), 1.0, 0.44, 1.0);
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}
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shaderlib/hsv.gdshaderinc
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shaderlib/hsv.gdshaderinc
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// rgb2hsv and hsv2rgb functions adapted from https://godotshaders.com/shader/hsv-adjustment/
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// Convert RGB to HSV (hue, saturation, brightness)
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vec4 rgb2hsv(vec4 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 vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
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}
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// Convert HSV back to RGB (red, green, blue)
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vec4 hsv2rgb(vec4 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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vec3 rgb = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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return vec4(rgb.r, rgb.g, rgb.b, c.a);
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}
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// Offset the hue, saturation and brightness of a RGB color
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vec4 hsv_offset(
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vec4 rgba,
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float offset_hue,
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float offset_saturation,
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float offset_brightness
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) {
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vec4 c = rgb2hsv(rgba);
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c.x += offset_hue;
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c.y += offset_saturation;
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c.z += offset_brightness;
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return hsv2rgb(c);
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}
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// Multiply the hue, saturation and brightness of a RGB color
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vec4 hsv_multiply(
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vec4 rgba,
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float mult_hue,
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float mult_saturation,
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float mult_brightness
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) {
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vec4 c = rgb2hsv(rgba);
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c.x *= mult_hue;
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c.y *= mult_saturation;
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c.z *= mult_brightness;
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return hsv2rgb(c);
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}
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