Add hsv.gdshaderinc to shaderlibrary, provide an example and update README.md - implement #12

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ChaoticByte 2024-12-22 23:04:35 +01:00
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@ -45,3 +45,22 @@ void fragment() {
COLOR = mix(COLOR, texture(img2, UV), .2); 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);
}
```

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examples/hsv.gdshader Normal file
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@ -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);
}

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shaderlib/hsv.gdshaderinc Normal file
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// 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);
}