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45
shader/colortransform.fs
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45
shader/colortransform.fs
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec3 sourceColor; // RGB as 0-1
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uniform vec3 targetColor; // RGB as 0-1
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vec3 rgb2hsv(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), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), 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)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main() {
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vec4 texColor = texture(texture0, fragTexCoord);
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vec3 sourceHSV = rgb2hsv(sourceColor);
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vec3 targetHSV = rgb2hsv(targetColor);
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vec3 pixelHSV = rgb2hsv(texColor.rgb);
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// Calculate the transformation
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float hueShift = targetHSV.x - sourceHSV.x;
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float satScale = sourceHSV.y > 0.0 ? targetHSV.y / sourceHSV.y : 1.0;
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float valScale = sourceHSV.z > 0.0 ? targetHSV.z / sourceHSV.z : 1.0;
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// Apply transformation
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pixelHSV.x = fract(pixelHSV.x + hueShift);
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pixelHSV.y = clamp(pixelHSV.y * satScale, 0.0, 1.0);
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pixelHSV.z = clamp(pixelHSV.z * valScale, 0.0, 1.0);
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vec3 rgb = hsv2rgb(pixelHSV);
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finalColor = vec4(rgb, texColor.a) * fragColor;
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}
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