const char* hsv_etc1_frag = R"(#ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; varying vec4 v_fragmentColor; uniform sampler2D u_texture; uniform sampler2D u_texture1; // HSV matrix uniform mat3 u_mix_hsv; // filter color RGB values uniform vec3 u_filter_rgb; 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); } 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); } void main() { vec4 texColor = vec4(texture2D(u_texture, v_texCoord).rgb, texture2D(u_texture1, v_texCoord).r); texColor.rgb *= texColor.a; // Premultiply with Alpha channel vec3 rgbColor = u_mix_hsv * texColor.rgb; float sum = texColor.r + texColor.g + texColor.b; float rv = texColor.r / sum; float gv = texColor.g / sum; float bv = texColor.b / sum; if( (rv < u_filter_rgb.r && gv < u_filter_rgb.g && bv < u_filter_rgb.b) || texColor.a < 0.1) { // color filters, resume to original color rgbColor = texColor.rgb; rgbColor.r *= v_fragmentColor.a; rgbColor.g *= v_fragmentColor.a; rgbColor.b *= v_fragmentColor.a; } rgbColor.rgb = rgbColor.rgb * v_fragmentColor.rgb; gl_FragColor = vec4(rgbColor, texColor.a * v_fragmentColor.a); } )";