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res/shaders/hue.frag 1.24 KB
9f1cb386   dangge   auto package
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  #ifdef GL_ES
  precision mediump float;
  #endif
  varying vec2 v_texCoord;
  
  uniform float u_hueAdjust;
  const vec4  kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0);
  const vec4  kRGBToI     = vec4 (0.595716, -0.274453, -0.321263, 0.0);
  const vec4  kRGBToQ     = vec4 (0.211456, -0.522591, 0.31135, 0.0);
  
  const vec4  kYIQToR   = vec4 (1.0, 0.9563, 0.6210, 0.0);
  const vec4  kYIQToG   = vec4 (1.0, -0.2721, -0.6474, 0.0);
  const vec4  kYIQToB   = vec4 (1.0, -1.1070, 1.7046, 0.0);
  
  void main ()
  {
      // Sample the input pixel
      vec4 color   = texture2D(CC_Texture0, v_texCoord);
      
      // Convert to YIQ
      float   YPrime  = dot (color, kRGBToYPrime);
      float   I      = dot (color, kRGBToI);
      float   Q      = dot (color, kRGBToQ);
      
      // Calculate the hue and chroma
      float   hue     = atan (Q, I);
      float   chroma  = sqrt (I * I + Q * Q);
      
      // Make the user's adjustments
      hue += (-u_hueAdjust); //why negative rotation?
      
      // Convert back to YIQ
      Q = chroma * sin (hue);
      I = chroma * cos (hue);
      
      // Convert back to RGB
      vec4    yIQ   = vec4 (YPrime, I, Q, 0.0);
      color.r = dot (yIQ, kYIQToR);
      color.g = dot (yIQ, kYIQToG);
      color.b = dot (yIQ, kYIQToB);
      
      // Save the result
      gl_FragColor = color;
  }