isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
    "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;
}