#pragma header uniform float _hue; uniform float _sat; uniform float _val; vec3 normalizeColor(vec3 color) { return vec3( color[0] / 255.0, color[1] / 255.0, color[2] / 255.0 ); } 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 color = flixel_texture2D(bitmap, openfl_TextureCoordv); vec4 swagColor = vec4(rgb2hsv(vec3(color[0], color[1], color[2])), color[3]); swagColor.x *= _hue; swagColor.y *= _sat; swagColor.z *= _val; // approximate "lightness" changing!! swagColor.z *= (_hue * 0.5) + 0.5; color = vec4(hsv2rgb(vec3(swagColor[0], swagColor[1], swagColor[2])), swagColor[3]); gl_FragColor = color; }