Color curves
This shader adjusts colors with curves, similar to the filter found in art/photo editing software such as Krita and GIMP. Supports RGB, Red, Green, Blue, Alpha, Hue, Saturation and Value channels. It takes a CurveTexture as a uniform sampler2D for each channel.
For the Godot 3 GLES2 version, see: https://godotshaders.com/shader/color-curves/
Artwork in the cover image is made by Erevoid, with Pixelorama.
Shader code
shader_type canvas_item;
// CurveTexture(s)
uniform sampler2D rgb_curve;
uniform sampler2D red_curve;
uniform sampler2D green_curve;
uniform sampler2D blue_curve;
uniform sampler2D alpha_curve;
uniform sampler2D hue_curve;
uniform sampler2D sat_curve;
uniform sampler2D value_curve;
vec3 rgb2hsb(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 hsb2rgb(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);
}
void fragment() {
COLOR = texture(TEXTURE, UV);
float red_curve_color = texture(red_curve, vec2(COLOR.r, 0.0)).r;
float green_curve_color = texture(green_curve, vec2(COLOR.g, 0.0)).r;
float blue_curve_color = texture(blue_curve, vec2(COLOR.b, 0.0)).r;
float alpha_curve_color = texture(alpha_curve, vec2(COLOR.a, 0.0)).r;
COLOR.r = red_curve_color;
COLOR.g = green_curve_color;
COLOR.b = blue_curve_color;
COLOR.a = alpha_curve_color;
vec3 hsb = rgb2hsb(COLOR.rgb);
float hue_curve_color = texture(hue_curve, vec2(hsb.r, 0.0)).r;
float sat_curve_color = texture(sat_curve, vec2(hsb.g, 0.0)).r;
float value_curve_color = texture(value_curve, vec2(hsb.b, 0.0)).r;
hsb.r = hue_curve_color;
hsb.g = sat_curve_color;
hsb.b = value_curve_color;
COLOR.rgb = hsb2rgb(hsb);
float rgb_curve_color_r = texture(rgb_curve, vec2(COLOR.r, 0.0)).r;
float rgb_curve_color_g = texture(rgb_curve, vec2(COLOR.g, 0.0)).r;
float rgb_curve_color_b = texture(rgb_curve, vec2(COLOR.b, 0.0)).r;
COLOR.rgb = vec3(rgb_curve_color_r, rgb_curve_color_g, rgb_curve_color_b);
}