#version 330 in vec2 fragTexCoord; in vec4 fragColor; out vec4 finalColor; uniform sampler2D texture0; uniform vec3 sourceColor; // RGB as 0-1 uniform vec3 targetColor; // RGB as 0-1 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); } void main() { vec4 texColor = texture(texture0, fragTexCoord); vec3 sourceHSV = rgb2hsv(sourceColor); vec3 targetHSV = rgb2hsv(targetColor); vec3 pixelHSV = rgb2hsv(texColor.rgb); // Calculate the transformation float hueShift = targetHSV.x - sourceHSV.x; float satScale = sourceHSV.y > 0.0 ? targetHSV.y / sourceHSV.y : 1.0; float valScale = sourceHSV.z > 0.0 ? targetHSV.z / sourceHSV.z : 1.0; // Apply transformation pixelHSV.x = fract(pixelHSV.x + hueShift); pixelHSV.y = clamp(pixelHSV.y * satScale, 0.0, 1.0); pixelHSV.z = clamp(pixelHSV.z * valScale, 0.0, 1.0); vec3 rgb = hsv2rgb(pixelHSV); finalColor = vec4(rgb, texColor.a) * fragColor; }