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return vec3(h, s, l);\n}\n\nfloat hue2rgb(float p, float q, float t) {\n t = fract(t);\n if (t < 1.0/6.0) return p + (q - p) * 6.0 * t;\n if (t < 0.5) return q;\n if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0;\n return p;\n}\n\nvec3 hsl2rgb(vec3 hsl) {\n if (hsl.y < EPSILON) return vec3(hsl.z);\n\n float q = hsl.z < 0.5\n ? hsl.z * (1.0 + hsl.y)\n : hsl.z + hsl.y - hsl.z * hsl.y;\n float p = 2.0 * hsl.z - q;\n\n return vec3(\n hue2rgb(p, q, hsl.x + 1.0/3.0),\n hue2rgb(p, q, hsl.x),\n hue2rgb(p, q, hsl.x - 1.0/3.0)\n );\n}\n\nvec3 rgb2hsb(vec3 c) {\n float maxC = max(max(c.r, c.g), c.b);\n float minC = min(min(c.r, c.g), c.b);\n float delta = maxC - minC;\n\n float h = 0.0;\n float s = (maxC > EPSILON) ? delta / maxC : 0.0;\n float b = maxC;\n\n if (delta > EPSILON) {\n if (maxC == c.r) {\n h = (c.g - c.b) / delta + (c.g < c.b ? 6.0 : 0.0);\n } else if (maxC == c.g) {\n h = (c.b - c.r) / delta + 2.0;\n } else {\n h = (c.r - c.g) / delta + 4.0;\n }\n h /= 6.0;\n }\n\n return 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(q - p) * 6.0 * t;\n if (t < 0.5) return q;\n if (t < 2.0/3.0) return p + (q - p) * (2.0/3.0 - t) * 6.0;\n return p;\n}\n\nvec3 hsl2rgb(vec3 hsl) {\n if (hsl.y < EPSILON) return vec3(hsl.z);\n\n float q = hsl.z < 0.5\n ? hsl.z * (1.0 + hsl.y)\n : hsl.z + hsl.y - hsl.z * hsl.y;\n float p = 2.0 * hsl.z - q;\n\n return vec3(\n hue2rgb(p, q, hsl.x + 1.0/3.0),\n hue2rgb(p, q, hsl.x),\n hue2rgb(p, q, hsl.x - 1.0/3.0)\n );\n}\n\nvec3 rgb2hsb(vec3 c) {\n float maxC = max(max(c.r, c.g), c.b);\n float minC = min(min(c.r, c.g), c.b);\n float delta = maxC - minC;\n\n float h = 0.0;\n float s = (maxC > EPSILON) ? delta / maxC : 0.0;\n float b = maxC;\n\n if (delta > EPSILON) {\n if (maxC == c.r) {\n h = (c.g - c.b) / delta + (c.g < c.b ? 6.0 : 0.0);\n } else if (maxC == c.g) {\n h = (c.b - c.r) / delta + 2.0;\n } else {\n h = (c.r - c.g) / delta + 4.0;\n }\n h /= 6.0;\n }\n\n return vec3(h, s, b);\n}\n\nvec3 hsb2rgb(vec3 hsb) {\n vec3 rgb = clamp(abs(mod(hsb.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);\n return hsb.z * mix(vec3(1.0), rgb, hsb.y);\n}\n\n//=============================================================================\n// Color Range Weight Calculation\n//=============================================================================\n\nfloat hueDistance(float a, float b) {\n float d = abs(a - b);\n return min(d, 1.0 - d);\n}\n\nfloat getHueWeight(float hue, float center, float overlap) {\n float baseWidth = 1.0 / 6.0;\n float feather = baseWidth * overlap;\n\n float d = hueDistance(hue, center);\n\n float inner = baseWidth * 0.5;\n float outer = inner + feather;\n\n return 1.0 - smoothstep(inner, outer, d);\n}\n\nfloat getModeWeight(float hue, int mode, float overlap) {\n if (mode == MODE_MASTER || mode == MODE_COLORIZE) return 1.0;\n\n if (mode == MODE_RED) {\n return max(\n getHueWeight(hue, 0.0, overlap),\n getHueWeight(hue, 1.0, overlap)\n );\n }\n\n float center = float(mode - 1) / 6.0;\n return getHueWeight(hue, center, overlap);\n}\n\n//=============================================================================\n// Adjustment Functions\n//=============================================================================\n\nfloat adjustLightness(float l, float amount) {\n return amount > 0.0\n ? l + (1.0 - l) * amount\n : l + l * amount;\n}\n\nfloat adjustBrightness(float b, float amount) {\n return clamp(b + amount, 0.0, 1.0);\n}\n\nfloat adjustSaturation(float s, float amount) {\n return amount > 0.0\n ? s + (1.0 - s) * amount\n : s + s * amount;\n}\n\nvec3 colorize(vec3 rgb, float hue, float sat, float light) {\n float lum = dot(rgb, vec3(0.299, 0.587, 0.114));\n float l = adjustLightness(lum, light);\n\n vec3 hsl = vec3(fract(hue), clamp(sat, 0.0, 1.0), clamp(l, 0.0, 1.0));\n return hsl2rgb(hsl);\n}\n\n//=============================================================================\n// Main\n//=============================================================================\n\nvoid main() {\n vec4 original = texture(u_image0, v_texCoord);\n\n float hueShift = u_float0 / 360.0; // -180..180 -> -0.5..0.5\n float satAmount = u_float1 / 100.0; // -100..100 -> -1..1\n float lightAmount= u_float2 / 100.0; // -100..100 -> -1..1\n float overlap = u_float3 / 100.0; // 0..100 -> 0..1\n\n vec3 result;\n\n if (u_int0 == MODE_COLORIZE) {\n result = colorize(original.rgb, hueShift, satAmount, lightAmount);\n fragColor = vec4(result, original.a);\n return;\n }\n\n vec3 hsx = (u_int1 == COLORSPACE_HSL)\n ? rgb2hsl(original.rgb)\n : rgb2hsb(original.rgb);\n\n float weight = getModeWeight(hsx.x, u_int0, overlap);\n\n if (u_int0 != MODE_MASTER && hsx.y < EPSILON) {\n weight = 0.0;\n }\n\n if (weight > EPSILON) {\n float h = fract(hsx.x + hueShift * weight);\n float s = clamp(adjustSaturation(hsx.y, satAmount * weight), 0.0, 1.0);\n float v = (u_int1 == COLORSPACE_HSL)\n ? clamp(adjustLightness(hsx.z, lightAmount * weight), 0.0, 1.0)\n : clamp(adjustBrightness(hsx.z, lightAmount * weight), 0.0, 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