Example:
Default:
#define hueRotate 0
float rotate_hues =0; //-360 to 360
#define hue 0
#define hue_points 3
float2 h[ hue_points] =
{
float2(0, 0),
float2(180,180),
float2(360, 360)
};
Adjusted:
float rotate_hues =4; //Rotate hues by 4 degrees (clockwise) before rempping //-360 to 360
#define hue_points 4
float2 h[ hue_points] =
{
float2(0, 0),
float2(180,182),
float2(212,200),
float2(360, 360)
};
This specfies (from, to): (0,0), (180,182), (212,200) and (360,360) as points and linearly interpolates between them, after rotating the hue by 4 degrees (useful for remapping red and pink hues that are on either side of 0/360deg).