/*{ "CATEGORIES": [ "Color", "Utility" ], "CREDIT": "VIDVOX", "DESCRIPTION": "", "INPUTS": [ { "DEFAULT": 16, "LABEL": "Grid Columns", "MAX": 32, "MIN": 1, "NAME": "gridCols", "TYPE": "float" }, { "DEFAULT": 9, "LABEL": "Grid Rows", "MAX": 32, "MIN": 1, "NAME": "gridRows", "TYPE": "float" }, { "DEFAULT": 0, "LABEL": "Color Shift", "MAX": 1, "MIN": 0, "NAME": "colorShift", "TYPE": "float" }, { "DEFAULT": 1, "LABEL": "Color Range", "MAX": 1, "MIN": 0, "NAME": "colorRange", "TYPE": "float" } ], "ISFVSN": "2" } */ 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); } void main() { vec4 outputPixelColor = vec4(1.0); vec2 loc = isf_FragNormCoord.xy; vec2 gridLoc = loc * vec2(gridCols, gridRows); // figure out which grid square we are in, normalized, and use it for the hue outputPixelColor.r = (floor(gridLoc.x) + gridCols * floor(mod(gridLoc.y, gridRows))) / (gridCols * gridRows - 1.0); // scale to the hue range outputPixelColor.r = outputPixelColor.r * colorRange; // apply the hue shift outputPixelColor.r = mod(outputPixelColor.r + colorShift, 1.0); // finally convert to RGB outputPixelColor.rgb = hsv2rgb(outputPixelColor.rgb); gl_FragColor = outputPixelColor; }