shader_type canvas_item; render_mode unshaded; uniform float hue_shift_amount : hint_range(-1, 1); uniform float sat_shift_amount : hint_range(-1, 1); uniform float val_shift_amount : hint_range(-1, 1); uniform sampler2D selection; vec3 rgb2hsb(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 hsb2rgb(vec3 c){ vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0 ); rgb = rgb*rgb*(3.0-2.0*rgb); return c.z * mix(vec3(1.0), rgb, c.y); } void fragment() { // Get color from the sprite texture at the current pixel we are rendering vec4 original_color = texture(TEXTURE, UV); vec4 selection_color = texture(selection, UV); vec3 col = original_color.rgb; vec3 hsb = rgb2hsb(col); // If not greyscale if(col[0] != col[1] || col[1] != col[2]) { // Shift the color by shift_amount, but rolling over the value goes over 1 hsb.x = mod(hsb.x + hue_shift_amount, 1.0); } if(sat_shift_amount > 0.0) { hsb.y = mix(hsb.y, 1 , sat_shift_amount); } else if (sat_shift_amount < 0.0) { hsb.y = mix(0, hsb.y , 1f - abs(sat_shift_amount)); } if(val_shift_amount > 0.0) { hsb.z = mix(hsb.z, 1 , val_shift_amount); } else if (val_shift_amount < 0.0) { hsb.z = mix(0, hsb.z , 1f - abs(val_shift_amount)); } col = hsb2rgb(hsb); vec3 output = mix(original_color.rgb, col, selection_color.a); COLOR = vec4(output.rgb, original_color.a); }