From 6b748229edaa084fc7617bf8ac3d0399e329dac7 Mon Sep 17 00:00:00 2001 From: ChaoticByte Date: Sun, 22 Dec 2024 23:04:35 +0100 Subject: [PATCH] Add hsv.gdshaderinc to shaderlibrary, provide an example and update README.md - implement #12 --- README.md | 19 ++++++++++++++++ examples/hsv.gdshader | 9 ++++++++ shaderlib/hsv.gdshaderinc | 48 +++++++++++++++++++++++++++++++++++++++ 3 files changed, 76 insertions(+) create mode 100644 examples/hsv.gdshader create mode 100644 shaderlib/hsv.gdshaderinc diff --git a/README.md b/README.md index f62625e..331bc53 100644 --- a/README.md +++ b/README.md @@ -45,3 +45,22 @@ void fragment() { COLOR = mix(COLOR, texture(img2, UV), .2); } ``` + +## Shaderlib + +This repo comes with a (still small) shader library including pre-written functions and more. +Have a look at the `shaderlib` folder. + +Here is an example on how to use it (the `hsv.gdshader` example): + +```glsl +shader_type canvas_item; + +#include "res://shaderlib/hsv.gdshaderinc" + +//!load ./swamp.jpg + +void fragment() { + COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0); +} +``` diff --git a/examples/hsv.gdshader b/examples/hsv.gdshader new file mode 100644 index 0000000..b4d9100 --- /dev/null +++ b/examples/hsv.gdshader @@ -0,0 +1,9 @@ +shader_type canvas_item; + +#include "res://shaderlib/hsv.gdshaderinc" + +//!load ./swamp.jpg + +void fragment() { + COLOR = hsv_multiply(hsv_offset(COLOR, -0.3, 0.9, 0.0), 1.0, 0.44, 1.0); +} diff --git a/shaderlib/hsv.gdshaderinc b/shaderlib/hsv.gdshaderinc new file mode 100644 index 0000000..6d77455 --- /dev/null +++ b/shaderlib/hsv.gdshaderinc @@ -0,0 +1,48 @@ + +// rgb2hsv and hsv2rgb functions adapted from https://godotshaders.com/shader/hsv-adjustment/ + +// Convert RGB to HSV (hue, saturation, brightness) +vec4 rgb2hsv(vec4 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 vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a); +} + +// Convert HSV back to RGB (red, green, blue) +vec4 hsv2rgb(vec4 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); + vec3 rgb = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); + return vec4(rgb.r, rgb.g, rgb.b, c.a); +} + +// Offset the hue, saturation and brightness of a RGB color +vec4 hsv_offset( + vec4 rgba, + float offset_hue, + float offset_saturation, + float offset_brightness +) { + vec4 c = rgb2hsv(rgba); + c.x += offset_hue; + c.y += offset_saturation; + c.z += offset_brightness; + return hsv2rgb(c); +} + +// Multiply the hue, saturation and brightness of a RGB color +vec4 hsv_multiply( + vec4 rgba, + float mult_hue, + float mult_saturation, + float mult_brightness +) { + vec4 c = rgb2hsv(rgba); + c.x *= mult_hue; + c.y *= mult_saturation; + c.z *= mult_brightness; + return hsv2rgb(c); +}