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- shader_type canvas_item;
- void vertex() {
- // Output:0
- }
- void fragment() {
- // Input:3
- vec3 n_out3p0 = vec3(UV, 0.0);
- // Input:4
- // INITIAL TEXTURE LOOKUP
- vec3 n_out2p0;
- float n_out2p1;
- {
- vec4 TEXTURE_tex_read = texture(TEXTURE, n_out3p0.xy);
- n_out2p0 = TEXTURE_tex_read.rgb;
- n_out2p1 = TEXTURE_tex_read.a;
- }
- // RGB TO HSV
- vec3 n_out5p0;
- {
- vec3 c = n_out2p0;
- 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;
- n_out5p0 = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- // ADD TO THE HUE
- vec3 n_in7p1 = vec3(0.10000, 0.00000, 0.00000);
- vec3 n_out7p0 = n_out5p0 + n_in7p1;
- // HSV TO RGB
- vec3 n_out6p0;
- {
- vec3 c = n_out7p0;
- 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);
- n_out6p0 = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
- }
- // OUTPUT COLOUR
- COLOR.rgb = n_out6p0;
- COLOR.a = n_out2p1;
- }
- void light() {
- // Output:0
- }
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