/*{
"CATEGORIES": [
"Color",
"Utility"
],
"CREDIT": "VIDVOX",
"DESCRIPTION": "",
"INPUTS": [
{
"DEFAULT": 16,
"LABEL": "Grid Columns",
"MAX": 32,
"MIN": 1,
"NAME": "gridCols",
"TYPE": "float"
},
{
"DEFAULT": 9,
"LABEL": "Grid Rows",
"MAX": 32,
"MIN": 1,
"NAME": "gridRows",
"TYPE": "float"
},
{
"DEFAULT": 0,
"LABEL": "Color Shift",
"MAX": 1,
"MIN": 0,
"NAME": "colorShift",
"TYPE": "float"
},
{
"DEFAULT": 1,
"LABEL": "Color Range",
"MAX": 1,
"MIN": 0,
"NAME": "colorRange",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
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));
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);
}
void main() {
vec4 outputPixelColor = vec4(1.0);
vec2 loc = isf_FragNormCoord.xy;
vec2 gridLoc = loc * vec2(gridCols, gridRows);
// figure out which grid square we are in, normalized, and use it for the hue
outputPixelColor.r = (floor(gridLoc.x) + gridCols * floor(mod(gridLoc.y, gridRows))) / (gridCols * gridRows - 1.0);
// scale to the hue range
outputPixelColor.r = outputPixelColor.r * colorRange;
// apply the hue shift
outputPixelColor.r = mod(outputPixelColor.r + colorShift, 1.0);
// finally convert to RGB
outputPixelColor.rgb = hsv2rgb(outputPixelColor.rgb);
gl_FragColor = outputPixelColor;
}