ISF - Color - Color Controls
vec3 rgb2hsv(vec3 c);
vec3 hsv2rgb(vec3 c);
void main() {
vec4 tmpColorA = IMG_THIS_PIXEL(inputImage);
vec4 tmpColorB;
tmpColorB = tmpColorA + vec4(bright, bright, bright, 0.0);
tmpColorA.rgb = ((vec3(2.0) * (tmpColorB.rgb - vec3(0.5))) * vec3(contrast) / vec3(2.0)) + vec3(0.5);
tmpColorA.a = ((2.0 * (tmpColorB.a - 0.5)) * abs(contrast) / 2.0) + 0.5;
tmpColorB.xyz = rgb2hsv(clamp(tmpColorA.rgb, 0.0, 1.0));
tmpColorB.a = tmpColorA.a;
tmpColorB.x = mod((tmpColorB.x + hue), 1.0);
tmpColorB.y = tmpColorB.y * saturation;
tmpColorA.rgb = hsv2rgb(clamp(tmpColorB.xyz, 0.0, 1.0));
tmpColorA.a = tmpColorB.a;
gl_FragColor = clamp(tmpColorA, 0.0, 1.0);
}
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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);
}