// 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); }