uniform sampler2D texture; uniform mediump float hueAdjust; varying vec2 v_texCoord; /* Source: gamedev.stackexchange.com/a/59808/24839 */ vec3 rgb2hsv(vec3 c) { const 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); /* Avoid divide-by-zero situations by adding a very tiny delta. * Since we always deal with underlying 8-Bit color values, this * should never mask a real value */ const float eps = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x); } vec3 hsv2rgb(vec3 c) { const 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 color = texture2D (texture, v_texCoord.xy); vec3 hsv = rgb2hsv(color.rgb); hsv.x += hueAdjust; color.rgb = hsv2rgb(hsv); gl_FragColor = color; }