uniform sampler2D inputTexture; uniform float hueAdjust; void main () { const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0); const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0); const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0); const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0); const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0); const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0); // Sample the input pixel vec4 color = texture2D (inputTexture, gl_TexCoord [ 0 ].xy); // 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 += hueAdjust; // 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; }