/*{ "CREDIT": "by zoidberg", "ISFVSN": "2", "CATEGORIES": [ "Color Adjustment", "Utility" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "bright", "TYPE": "float", "MIN": -1.0, "MAX": 1.0, "DEFAULT": 0.0 }, { "NAME": "contrast", "TYPE": "float", "MIN": -4.0, "MAX": 4.0, "DEFAULT": 1.0 }, { "NAME": "hue", "TYPE": "float", "MIN": -1.0, "MAX": 1.0, "DEFAULT": 0.0 }, { "NAME": "saturation", "TYPE": "float", "MIN": 0.0, "MAX": 4.0, "DEFAULT": 1.0 } ] }*/ vec3 rgb2hsv(vec3 c); vec3 hsv2rgb(vec3 c); void main() { vec4 tmpColorA = IMG_THIS_PIXEL(inputImage); vec4 tmpColorB; // bright tmpColorB = tmpColorA + vec4(bright, bright, bright, 0.0); // contrast tmpColorA.rgb = ((vec3(2.0) * (tmpColorB.rgb - vec3(0.5))) * vec3(contrast) / vec3(2.0)) + vec3(0.5); tmpColorA.a = ((2.0 * (tmpColorB.a - 0.5)) * abs(contrast) / 2.0) + 0.5; // convert RGB to HSV tmpColorB.xyz = rgb2hsv(clamp(tmpColorA.rgb, 0.0, 1.0)); tmpColorB.a = tmpColorA.a; // hue tmpColorB.x = mod((tmpColorB.x + hue), 1.0); // saturation tmpColorB.y = tmpColorB.y * saturation; // convert HSV back to RGB tmpColorA.rgb = hsv2rgb(clamp(tmpColorB.xyz, 0.0, 1.0)); tmpColorA.a = tmpColorB.a; gl_FragColor = clamp(tmpColorA, 0.0, 1.0); } 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)); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); 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); } 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); }