#version 410 uniform sampler2D texture1; in vec2 uvV; uniform float saturation; uniform float hueShift; out vec4 fragColor; 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)); 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); } // Simplest Texture render -- assign "texture1" from varying UV coords. // Requires vertex shader with uvV output, only. void main (void) { vec4 rgb = texture(texture1, uvV); vec3 hsv = rgb2hsv(rgb.rgb); hsv.y += saturation; hsv.x = mod(hsv.x + hueShift, 1.0); // hsv.x = hueShift; // hsv.z = 0; rgb.rgb = hsv2rgb(hsv); rgb.a = 1.0; fragColor = rgb; }