#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol) { vec4 hsv; rgb_to_hsv(col, hsv); hsv[0] = fract(hsv[0] + hue + 0.5); hsv[1] = clamp(hsv[1] * sat, 0.0, 1.0); hsv[2] = hsv[2] * value; hsv_to_rgb(hsv, outcol); outcol = mix(col, outcol, fac); }