/*{ "CREDIT": "by zoidberg", "ISFVSN": "2", "CATEGORIES": [ "Color Adjustment" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "vibrance", "TYPE": "float", "MIN": -0.25, "MAX": 0.6, "DEFAULT": 0.0 } ] }*/ vec3 rgb2hsv(vec3 c); vec3 hsv2rgb(vec3 c); void main() { vec4 tmpColorA = IMG_THIS_PIXEL(inputImage); vec3 tmpColorB = rgb2hsv(tmpColorA.rgb); float maxDelta = sqrt(tmpColorB.y) - tmpColorB.y; tmpColorB.y = (maxDelta * vibrance) + tmpColorB.y; tmpColorA.rgb = hsv2rgb(tmpColorB.rgb); gl_FragColor = tmpColorA; } 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); }