shader_type spatial; render_mode unshaded, fog_disabled; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform vec3 colorCount = vec3(32); //Max HSV Count uniform vec3 colorShift = vec3(1.0); //Shift HSV colors uniform bool doShiftFirst = false; // do shifting colors first or flooring colors uniform bool includeAlpha = true; // Include alpha objects. if certain objects that have alpha aren`t rendering disabling might help vec3 hsv_to_rgb(vec3 color) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(color.xxx + K.xyz) * 6.0 - K.www); return color.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), color.y); } vec3 rgb_to_hsv(vec3 color) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(color.bg, K.wz), vec4(color.gb, K.xy), step(color.b, color.g)); vec4 q = mix(vec4(p.xyw, color.r), vec4(color.r, p.yzx), step(p.x, color.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); } void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); } void fragment() { vec4 tex = texture(SCREEN_TEXTURE, vec2(UV.x, -UV.y)); vec3 hvs = rgb_to_hsv(tex.xyz); if (doShiftFirst){ hvs.xyz = (hvs * colorShift); } hvs.x = floor(hvs.x * colorCount.x) / colorCount.x; hvs.y = floor(hvs.y * colorCount.y) / colorCount.y; hvs.z = floor(hvs.z * colorCount.z) / colorCount.z; if (!doShiftFirst){ hvs.xyz = (hvs * colorShift); } ALBEDO = hsv_to_rgb(hvs.xyz); if (!includeAlpha){ ALPHA = tex.w; } }