render_overlay.frag.glsl (390B)
1 /* See LICENSE for license details. */ 2 layout(binding = 0) uniform sampler2D u_texture; 3 4 /* input: h [0,360] | s,v [0, 1] * 5 * output: rgb [0,1] */ 6 vec3 hsv2rgb(vec3 hsv) 7 { 8 vec3 k = mod(vec3(5, 3, 1) + hsv.x / 60, 6); 9 k = max(min(min(k, 4 - k), 1), 0); 10 return hsv.z - hsv.z * hsv.y * k; 11 } 12 13 void main() 14 { 15 out_colour = vec4(texture(u_texture, texture_coordinate).xyz, 1); 16 }