minor changes after merge

remotes/checkIfPRContentChanged-1749880758504311652/farming_mechanic
kziolkowski 8 months ago
parent aa5a3483bb
commit 77c0babdca

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shader_type canvas_item;
// Hue is in normalized value [0.0, 1.0] where 0.0 means no change.
// For example, 0.1 shifts hue by 36° (0.1 * 360°).
uniform float hue_shift : hint_range(-1.0, 1.0) = 0.0;
// Saturation multiplier. 1.0 means no change.
uniform float saturation_mult : hint_range(0.0, 2.0) = 1.0;
// Value (brightness in HSV) multiplier. 1.0 means no change.
uniform float value_mult : hint_range(0.0, 2.0) = 1.0;
// Brightness addition in RGB space. 0.0 means no change.
uniform float brightness_add : hint_range(-1.0, 1.0) = 0.0;
// Contrast multiplier in RGB space. 1.0 means no change.
uniform float contrast_mult : hint_range(0.0, 2.0) = 1.0;
// Converts an RGB color to HSV.
vec3 rgb2hsv(vec3 c) {
float cMax = max(max(c.r, c.g), c.b);
float cMin = min(min(c.r, c.g), c.b);
float delta = cMax - cMin;
float h = 0.0;
if(delta < 0.00001) {
h = 0.0;
} else if(cMax == c.r) {
h = mod(((c.g - c.b) / delta), 6.0);
} else if(cMax == c.g) {
h = ((c.b - c.r) / delta) + 2.0;
} else {
h = ((c.r - c.g) / delta) + 4.0;
}
h /= 6.0;
if(h < 0.0) h += 1.0;
float s = (cMax <= 0.0) ? 0.0 : (delta / cMax);
float v = cMax;
return vec3(h, s, v);
}
// Converts an HSV color back to RGB.
vec3 hsv2rgb(vec3 c) {
float h = c.x * 6.0;
float s = c.y;
float v = c.z;
float c_val = v * s;
float x = c_val * (1.0 - abs(mod(h, 2.0) - 1.0));
vec3 rgb;
if (0.0 <= h && h < 1.0) {
rgb = vec3(c_val, x, 0.0);
} else if (1.0 <= h && h < 2.0) {
rgb = vec3(x, c_val, 0.0);
} else if (2.0 <= h && h < 3.0) {
rgb = vec3(0.0, c_val, x);
} else if (3.0 <= h && h < 4.0) {
rgb = vec3(0.0, x, c_val);
} else if (4.0 <= h && h < 5.0) {
rgb = vec3(x, 0.0, c_val);
} else if (5.0 <= h && h < 6.0) {
rgb = vec3(c_val, 0.0, x);
} else {
rgb = vec3(0.0, 0.0, 0.0);
}
float m = v - c_val;
return rgb + vec3(m);
}
void fragment() {
// Get the original texture color.
vec4 tex_color = texture(TEXTURE, UV);
vec3 col = tex_color.rgb;
// Adjust brightness and contrast in RGB space.
// The contrast formula shifts the color around mid-gray (0.5).
col = (col - 0.5) * contrast_mult + 0.5 + brightness_add;
// Convert to HSV to adjust hue, saturation, and value.
vec3 hsv = rgb2hsv(col);
// Apply hue shift and wrap the value [0,1].
hsv.x = mod(hsv.x + hue_shift, 1.0);
// Adjust saturation and value multipliers.
hsv.y *= saturation_mult;
hsv.z *= value_mult;
// Convert back to RGB.
col = hsv2rgb(hsv);
// Output the final color while preserving the original alpha.
COLOR = vec4(col, tex_color.a);
}

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shader_type canvas_item;
uniform vec2 tiling_scale = vec2(5.0, 5.0);
uniform sampler2D noise : repeat_enable;
void fragment() {
vec2 uv = vec2(UV.x * tiling_scale.x, UV.y * tiling_scale.y); // Change 10.0 to control tiling scale
COLOR = texture(TEXTURE, fract(uv));
}
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