material-maker/adjust_hsv.mmg

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{"name":"uniform","node_position":{"x":0,"y":0},"parameters":{"hue":0,"saturation":1,"value":1},"shader_model":{"global":"vec3 rgb_to_hsv(vec3 c) {\n\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n\tvec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);\n\tvec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);\n\n\tfloat d = q.x - min(q.w, q.y);\n\tfloat e = 1.0e-10;\n\treturn vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n}\n\nvec3 hsv_to_rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n","inputs":[{"default":"vec4($uv.x, $uv.y, 0.0, 1.0)","label":"","name":"in","type":"rgba"}],"instance":"vec4 $(name)_f(vec4 c) {\n\tvec3 hsv = rgb_to_hsv(c.rgb);\n\treturn vec4(hsv_to_rgb(vec3(fract(hsv.x+$(hue)), clamp(hsv.y*$(saturation), 0.0, 1.0), clamp(hsv.z*$(value), 0.0, 1.0))), c.a);\n}","name":"AdjustHSV","outputs":[{"rgba":"$(name)_f($in($(uv)))"}],"parameters":[{"default":0,"label":"Hue","max":0.5,"min":-0.5,"name":"hue","step":0,"type":"float"},{"default":1,"label":"Saturation","max":2,"min":0,"name":"saturation","step":0,"type":"float"},{"default":1,"label":"Value","max":2,"min":0,"name":"value","step":0,"type":"float"}]}}