Color Range Swap [UPDATED]

hey! nonunknown here, I’m a begginner in shaders, and sharing my first one here! which was inspired by GIMP’s color rotate!

SEE THE RESULT HERE!

Usage:

* Change _min and _max to get the range of the source color.

* color is the target color to convert to the source range.

*Can be applied to Sprites,Control Deriveds, Backbuffer!

Shader code
shader_type canvas_item;

uniform float _min;
uniform float _max;
uniform vec4 color : hint_color;

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);
}

// All components are in the range [0…1], including hue.
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);
}

// ===== got those from: https://gamedev.stackexchange.com/a/75928

vec4 to_gray(vec4 tex)
{
	float avg = (tex.r + tex.g + tex.b) / 3.0;
	return vec4(vec3(avg),tex.a);
}

vec4 to_color(vec4 gray, vec4 col)
{
	return gray * col;
}

// ===== end

void fragment()
{
	vec4 tex = texture(TEXTURE, UV);
	vec3 hsv = rgb2hsv(tex.rgb);
	
	// the .r here represents HUE, .g is SATURATION, .b is LUMINANCE
	if (hsv.r >= _min && hsv.r <= _max)
	{
		tex = to_gray(tex);
		tex = to_color(tex, color);
	}
	
	COLOR = tex;
}
Tags
Color, palette, range, swap
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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MrGreaterThan
MrGreaterThan
1 year ago

Hey, with the release of Godot 4 hint_color needs to be replaced with source_color.

GourabSN
GourabSN
8 months ago

For Godot 4, use this code.

shader_type canvas_item;

uniform float _min;
uniform float _max;
uniform vec4 color : source_color;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture;

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);
}

// All components are in the range [0…1], including hue.
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);
}

// ===== got those from: https://gamedev.stackexchange.com/a/75928

vec4 to_gray(vec4 tex)
{
    float avg = (tex.r + tex.g + tex.b) / 3.0;
    return vec4(vec3(avg),tex.a);
}

vec4 to_color(vec4 gray, vec4 col)
{
    return gray * col;
}

// ===== end

void fragment()
{
    vec4 tex = texture(SCREEN_TEXTURE, SCREEN_UV);
    vec3 hsv = rgb2hsv(tex.rgb);
    
    // the .r here represents HUE, .g is SATURATION, .b is LUMINANCE
    if (hsv.r >= _min && hsv.r <= _max)
    {
        tex = to_gray(tex);
        tex = to_color(tex, color);
    }
    
    COLOR = tex;
}