//1-input #ifdef GL_ES precision mediump float; #endif varying vec2 v_texcoord; uniform sampler2D u_tex0; uniform sampler2D u_tex1; uniform vec2 u_resolution; uniform float u_time; uniform float u_x0; uniform float u_x1; uniform float u_x2; uniform float u_x3; vec3 rgb2grayscale(vec3 c) { return(vec3(dot(c, vec3(0.299, 0.587, 0.114)))); } 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(){ vec2 pos = v_texcoord; vec4 color = texture2D(u_tex0, pos); vec3 hsv = rgb2hsv(color.rgb); hsv.x += u_x0 - 0.5; hsv.y += u_x1 - 0.5; hsv.z += u_x2 - 0.5; //hsv.x += -0.2; vec3 rgb = hsv2rgb(hsv.xyz); gl_FragColor = vec4(rgb, color.a); }