hue.frag 1.24 KB
#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;
}