varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D samH; uniform sampler2D samS; uniform sampler2D samV; uniform sampler2D samA; uniform int useH; uniform int useS; uniform int useV; uniform int useA; 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); } float sample(vec4 col, int ch) { return (col[0] + col[1] + col[2]) / 3. * col[3]; } void main() { float h = (useH == 1)? sample(texture2D( samH, v_vTexcoord ), 0) : 0.; float s = (useS == 1)? sample(texture2D( samS, v_vTexcoord ), 1) : 0.; float v = (useV == 1)? sample(texture2D( samV, v_vTexcoord ), 2) : 0.; float a = (useA == 1)? sample(texture2D( samA, v_vTexcoord ), 3) : 1.; gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), a); }