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Simplified AutoInvertColors shader
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commit
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1 changed files with 2 additions and 18 deletions
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@ -1,25 +1,9 @@
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shader_type canvas_item;
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vec3 rgb2hsb(vec3 c){
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz),
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vec4(c.gb, K.xy),
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step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r),
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vec4(c.r, p.yzx),
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step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
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d / (q.x + e),
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q.x);
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}
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void fragment() {
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vec3 screen_color = rgb2hsb(textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb);
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if(screen_color.z < 0.5){
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vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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if((screen_color.r + screen_color.g + screen_color.b) / 3.0 < 0.5){
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COLOR.rgb = vec3(1.0) - COLOR.rgb;
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}
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}
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