/** 
ASSETS LIBRARY 
http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
**/

// rgb2hsv
vec4 rgb2hsv(vec4 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 vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
	}

// hsv2rgb
vec4 hsv2rgb(vec4 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 vec4(c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), c.a);
	}
	
// WATER_WAVES
bool isWater(vec4 col){
    vec4 hsv = rgb2hsv(col);
    return hsv.x >= 0.397 && hsv.x <= 0.722;
}
	
// PLANT_WAVES
bool isPlant(vec4 col){
    vec4 hsv = rgb2hsv(col);
    return hsv.x >= 0.15 && hsv.x <= 0.4;
	}
	