#version 110 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); } vec3 desaturate(vec3 color, float amount) { vec3 gray = vec3(dot(vec3(0.2126,0.7152,0.0722), color)); return vec3(mix(color, gray, amount)); } void quantise(inout float amount, float steps) { amount *= steps; amount = ceil(amount); amount /= steps; } float max(float a, float b) { if(a > b) return a; return b; } float min(float a, float b) { if(a < b) return a; return b; } float clamp(float a, float min, float max) { if(a > max) return max; if(a < min) return min; return a; } vec3 clamp(vec3 a, float min, float max) { vec3 result; result.x = clamp(a.x, min, max); result.y = clamp(a.y, min, max); result.z = clamp(a.z, min, max); return result; } vec2 clamp(vec2 a, float min, float max) { vec2 result; result.x = clamp(a.x, min, max); result.y = clamp(a.y, min, max); return result; } vec3 lerp(vec3 a, vec3 b, float s) { return vec3(a + (b - a) * s); }